```metadata title: Team 7 ~ Sakura's Notes of Shinobi Legacy description: The clans of the former Team 7 book. tags: [] systems: [] renderer: legacy theme: 5ePHB ``` ```css .phb hr + blockquote p, .phb hr + blockquote li, .phb hr + blockquote table{ font-size:12px; /* font-size:11.2px; Use for Genwa */ /* Use for everything else */ } .phb { background-color:#f0ede4; background-blend-mode:luminosity; color:black; } .phb::after {background-image:none;} .phb .classTable { border-image-source:url(https://i.imgur.com/JUqRwrA.png); border-image-slice:230 230 230 230; border-image-width:80px; border-image-outset:20px 15px 15px 15px; background-color: #f2f2f2; } .phb .classTable table { margin-bottom:unset;} .phb .classTable tbody tr:nth-child(odd) { background:#c8d9d8; /* This changes the alternating row color */ } /* Table Color */ .phb table tbody tr:nth-child(odd) { background-color: #c8d9d8; background-blend-mode: luminosity; } .phb blockquote { background-color: #f2f2f2; background-blend-mode:luminosity; } .phb hr+blockquote { background-color: white; } .phb hr+blockquote { background-color: #f2f2f2; border-image-source:url(https://i.imgur.com/JUqRwrA.png); border-image-slice:230 230 230 230; border-image-width:130px; border-image-outset:20px 15px 15px 15px; } .fontForClasses td { font-size: 11.5px; } .bloodlineFont h5 { font-size: 15px; } .bloodlineFont td, hr, tr { font-size: 12px; } .boonsFont td { font-size: 12px; } .tableSmall td { font-size: 12.5px; } .smallFont td { font-size: 11px; } .kurashi h2 { font-size:25px; } .kurashi h3 { font-size: 16.5px; } .momochi { color: black; \-webkit-text-stroke: 0.2px #301934; h2, h3, h4 { color: #301934 } } /*a:link, a:visited { //color: #50180d; //background-color: transparent; }*/ font-family: eb-garamond, serif; font-weight: 400; font-style: normal; font-family: 'PT Sans', sans-serif; font-weight: 400; font-style: normal; ``` \page # [Introduction](https://homebrewery.naturalcrit.com/share/19qNYpTtJV0OFJoliy1pe-lrAkw6Xz4jRh76oE-t7ppvi) ## What's in this Book? Sakura's Notes in Shinobi Legacy is a Team 7 book themed around Shinobi origin, regarding background and clan. The following Team 7 content is featured in this book. - **Chapter 1 (1): Clans** - **Chapter 2 (2): Backgrounds** As with all books of Team 7, the chapter number for the specific book will be listed first, followed by the chapter number they represent in Team 7 as a whole. ### Google Drive Version If you would like to download Sakura's Notes, feel free to check out [this](https://drive.google.com/file/d/1tAHJPSoKRmxiLDui_fnNgnNSCAAJSBXS/view?usp=sharing) link to a standalone Google Drive. ## Other Team 7 Books When you are done here, feel free to check out the other books of Team 7, listed below;
##### [Sasuke's Insights of Ninja Speciality](https://homebrewery.naturalcrit.com/share/Y0Dj12G4GPuo) This book is themed around the classification of shinobi and the branches of their professions. The following Team 7 content is featured in this book; - **Chapter 1 (3):** Classes - **Chapter 2 (4):** Subclasses
##### [Naruto's Teaching on Combat Training](https://homebrewery.naturalcrit.com/share/tzoTrOC_lzHq) This book is themed around the jutsu of the shinobi world and the esoteric feats that ninja have been able to achieve. The following Team 7 content is featured in this book; - **Chapter 1 (5):** Jutsu - **Chapter 2 (6):** Feats & Stances.
##### [Kakashi's Info on Shinobi Strategy](https://homebrewery.naturalcrit.com/share/qQ4WMU7IkWgo) This book is themed around the study of the innerworkings of shinobi, the esoteric super powers they possess, the powerful equipment they acquire, and the adversarial qualities the most elite of ninja acquire. This book is centered primarily around Dungeon Master content, but does feature creation guides that can be utilized by both DMs and Players; - **Chapter 1 (7):** Items - **Chapter 2 (8):** Custom Rulings - **Chapter 3 (9):** Bingo Books, DM Content, and Homebrew Creation Guides - **Chapter 4 (10):** Class Mods ``` ``` > ##### Creators Featured in this Book The following are a list of creators that have developed content for this book either independently or in a collaborative effort. > > Artemys > > Blasteroid > > DarkEyez > > DZ > > Ed, Yggdrasil's Scribe > > Galen > > justriyo > > Kaioshin_ > > Mind_Faze > > Mr. Hey > > Optimal Style > > Scrub > > Vr.Smore > > Yaco \page # Chapter 1 (1): Clans Below, you'll find a collection of community-created Homebrew clans for Naruto 5e. Each clan is credited to its creator, with acknowledgments listed below the clan title at the beginning of each clan page. In this carefully curated compendium, we've chosen clans that showcase a wide range of diverse and unique concepts. Each selection is of high quality, ensuring an engaging experience for players. To maintain balance and harmony within the system, some clans have been thoughtfully modified. For even more creative and exciting clans, visit the #Homebrew-Clans channel on the official Naruto 5e Discord server. You can find the link [here](https://discord.com/invite/7kvUtHn8VT). ##### Monstrous Tag You may notice a "Monstrous" tag at the top of some featured clans. This tag is defined as follows: *Monstrous clans are those that fundamentally transform the player character, making them something more than human. While these clans are mechanically sound, their flavor and lore may not be suitable for all types of games.* An example is the Polendina clan. Functionally, it's similar to most other clans, but your DM might not want a robot player character. Discuss with your DM to see if this clan fits their vision and suits you. ``` ```
### Clans Featured (Click to Go) ##### [Akushū](#p4) *[New]*           [Otogi](#p104) *[New]* ##### [Cerealian](#p11)             [Ouyoku](#p118) ##### [Dasomia Coven](#p16) *[New]*       [Polendina](#p125) ##### [Gansuringa](#p25)           [Ryougi](#p130) *[New]* ##### [Hakaiton](#p32)           [Sankaku](#p133) *[New]* ##### [Hutetsuu](#p38) *[New]*          [Seol](#p141) *[New]* ##### [Jiraiya's Synthetic Human](#p45)   [Variant Senju](#p148) ##### [Kageyama](#p45)                [Shimura](#p151) *[New]* ##### [Kashimo](#p58) *[New]*            [Shinigami](#p157) ##### [Katō](#p62)                  [Silverhand](#p166) ##### [Konjiki](#p66) (Original)       [Sōzō](#p174) *[New]* ##### [Kurashi](#p72) *[New]*             [Tenrō](#p181) *[New]* ##### [Kuzo](#p81)                 [Tojo](#p187) *[New]* ##### [Mecha-Nin](#p87) *[New]*          [Toton](#p193) *[New]* ##### [Momochi](#p95) *[New]*          [Vermillion](#p199) ##### [Mugen](#p98)             [Wukong (LC)](#p207) ##### [Ninneko](#p104)             [Yoru](#p214) *[New]* #####                  \page ## [Akushū Clan](https://homebrewery.naturalcrit.com/share/oIdSBH10E4_7) ***Creator:*** *DarkEyez*
*Amidst the melancholy highrise of the village hidden in the rain, three cloaked shinobi dart across its industrial sprawl, weaving between structures to make certain they are sheltered from the ever-lasting downpour. At this height in the city, the winds are rough and the surfaces are slick from rain, but they haven't the time to slow down, not with the Rain Shinobi patrol on their tail. The figures continue on, taking a brave leap forward. Each one sticking the landing, except for the last, who slips and falls between the buildings. They smack into pipes and tear through clotheslines before striking the cold concrete below. Instinctfully, the battered figure calls out for help, but with his comrades far out of sight, there isn't anyone to answer... until he hears a whisper creeping along a rolling green fog, "Help?" the fog chuckles, "You've fallen into the wrong place for that..."*
~ Zerō Akushū Unfound Pages, Ch. 1, excerpt.
### Toxic Personalities The Akushū clan are among the most recluse members of the Hidden Rain village, living as outcasts to their society. The elders of the Akushū came to this agreement peacefully when they joined the village so their clan's volatile traits wouldn't harm others. But as time continued many villagers learned to fear and mistrust the Akushū due to isolation, and in turn upcoming generations of Akushū members learned to harbor feelings of resentment -- believing they will never have a true sense of belonging within the hidden rain village. #### Akushū Traits ___ - **Ability Score Increase:** +2 Int, +1 Wis - **Speed:** Your base walking speed is 30 feet - **Skill Proficiencies:** Crafting, Ninshou - **Toxic Release Affinity:** You begin with Wind Release Affinity. #### Akushū Features  **Toxic Techniques:** The Akushū Clan have access to a separate list of jutsu unique to themselves. You can add these jutsu to your jutsu list instead of selecting jutsu from the normal jutsu list. **Toxicity:** Also at 1st level, jutsu you cast with the *Inhale* keyword lose any (NT) components, and can affect creatures even if they hold their breath or don’t need to breathe. Starting at 3rd level, creatures you apply envonomed to increase the damage die of the condition by 1 step, up to a maximum of a d12. ``` ```  At 18th level, when a creature takes damage from the envenomed condition that was inflicted by you, they take an additional amount of damage equal to the total ranks of envenomed they possess. **Akushū Gear:** Beginning at 1st level, members of the Akushū clan possess an unfortunate characteristic where their exhaled breath carries toxic fumes. To counteract this, the clan utilizes specialized breathing masks, preventing
the harmful effects of their breath. While wearing your
Gas Mask, you gain immunity to jutsu or conditions
caused by inhalation. Your mask is custom-fitted for
you, and if it breaks or is lost, you can fashion a
replacement during a Long Rest by spending
250 ryo, given access to a workshop during
this period. **Caustic Cells:** Starting at 3rd level, the toxic blood of the Akushū runs through your veins. Some call it a curse and a burden. Others learn to make the most of what they're dealt. Few are able to nurture this deadly bloodline to its truest potential. You gain an amount of ***Caustic Cells*** equal to half your proficiency bonus (rounded up). Spent cells are restored at the end of a long rest. Caustic cells can be used in the following ways: - ***Caustic Breath:*** When casting a Ninjutsu that deals poison damage, you can expend 1 cell to remove any handsign (HS) component, instead exhaling the jutsu in the form of a breath attack. If the jutsu had a range of touch, increase its range by 30 feet. If the jutsu creates an AOE such as a line or cone, increase the area by 5 feet in every direction. The jutsu's area spreads around corners. - ***Caustic Surge:*** When casting a Ninjutsu that deals poison damage, you can expend 1 cell to increase the jutsu's damage dice by 1 step. (d4>d6>d8>d10>d12>2d6) - ***Caustic Saturation:*** When casting a Ninjutsu that deals poison damage, you can expend 1 cell to gain temporary hit points equal to 5 times the rank of the jutsu cast: (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) which last a number of rounds equal to your Ninjutsu modifier (min 1). While you have these temporary hit points, creatures that touch you or hit you with a melee attack must succeed a Constitution saving throw using your highest DC, becoming Poisoned until the end of its next turn on a failure. - ***Caustic Melting:*** When casting a Ninjutsu that deals poison damage that requires a saving throw, you can expend 1 cell to impose a -1d4 penalty on any affected creature's saving throw. **Toxic Release:** The Akushū clan are feared throughout the Hidden Rain for the chance a member manifests Toxic Release, a putrid variant of Wind Release that chokes its victims with caustic air. Beginning at 7th level, when casting a Ninjutsu with the Wind Release Keyword, you can change the damage type to poison, it gains the *Inhale* keyword, and add your Intelligence modifier to the damage roll if it doesn't already, and if that jutsu inflicts bleeding, you may instead inflict ranks of envenomed. Creatures envenomed by jutsu you cast are unable to speak intelligibly, as they cough and wheeze violently. Beginning at 15th level, once per turn, when you would deal poison damage, you inflict 2 ranks of envenomed. \page ## Akushū Clan Jutsu ### D-Rank #### Toxic Release: Caustic Blades **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Touch
**Duration:** Concentration, up to 1 minute
**Components:** CM, HS
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Inhale
**Description:** You coat either your fists or a melee weapon within reach with fuming toxic chakra. If coating your fists, you may use Intelligence for its attack and damage rolls. Your fists or the weapon now deal an additional 1d8 poison damage on each hit. When you score a critical hit against a creature this way it must succeed a Constitution saving throw or become envenomed. Creatures you damage with a melee attack enhanced by this jutsu that have ranks of envenomed inflicted take an additional 1d6 poison damage for each rank it possesses. #### Toxic Release: Fever Dream **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet (5-foot Sphere)
**Duration:** Concentration, 1 minute
**Components:** CM, HS
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Genjutsu, Wind Release, Inhale, Tactile, Unaware
**Description:** You lace the air of a toxic bubble with hallucinogenic toxins, inciting horrific visuals. You create a 5-foot sphere of invisible toxins at a points you can see in range. Creatures within the sphere must make a Wisdom saving throw. A creature that fails against this genjutsu can repeat the save at the end of each of its turns, ending the effects on itself on a success. **Critical Success:** The creature is unaffected and is immune to the effects of this jutsu for 24 hours. **Success:** The creature is unaffected. **Failure:** The creature takes 3d4 + genjutsu modifier poison damage and gains 1 rank of Fear against you for the next minute. **Critical Failure:** The creature takes 3d6 + genjutsu modifier poison damage and gains 1 rank of Fear against you for the next minute. While it has this rank of Fear it is considered Poisoned. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, increase the damage dealt by 2d4 and 2d6 respectively, and the size of the sphere increases by 5 feet. ``` ``` #### Toxic Release: Infesting Wind **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 90 feet
**Duration:** Instant
**Components:** CM, HS
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Inhale
**Description:** A gale of toxic gas infects a creature in range, forcing them to stumble away from the cloud. The target must succeed a Constitution saving throw, or it takes 2d8 poison damage and gains 1 rank of envenomed, and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and increase the damage dealt by 2d8. #### Toxic Release: Toxic Bellow **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** 1 minute
**Components:** CM, HS
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Inhale
**Description:** You breathe deeply, lacing the air in your lungs with a heavy dosage of toxins, then spew a cloudy orb at a target in range. Make a ranged ninjutsu attack. On a hit, you deal 4d6 poison damage. Then the target and any creature within a 10-foot radius sphere at that point must make a Consitution saving throw. On a failed save, creatures take 2d4 poison damage and become poisoned until the end of their next turn, or take half as much damage on a success. The sphere lingers in that space for the next minute. Creatures that enter this space for the first time on a turn or begin their turn there must succeed a Constitution saving throw or take 2d4 poison damage. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and increase the damage dealt by 1d6 and 1d4 damage respectively. \page ### C-Rank #### Toxic Release: Fume Form **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** CM, HS
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Inhale
**Description:** You begin to emit a foul fog expelling from the open pores of your skin, enshrouding your body. Until the jutsu ends, you gain the following benefits: - You have resistance to bludgeoning, piercing, and slashing damage, but vulnerability to wind damage. - As a bonus action on your turn, you transform fully into fog, gaining a flying speed equal to your walking speed. This flying speed lasts until the end of the current turn where you harmlessly fall 50 feet. While befitting from this speed, your movement doesn’t provoke opportunity attacks, and you can pass through narrow openings as small as 1 inch. If you end your movement without enough space, you are shunted to the nearest unoccupied space. #### Toxic Release: Murderous Breath **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (40-foot cone)
**Duration:** Instant
**Components:** CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Inhale
**Description:** You spew a deathly exhale of noxious fumes in a 40-foot cone. All creatures in the area must make a Constitution saving throw, taking 8d6 poison damage and gain 1 rank of envenomed on a failed save, or half as much damage on a successful save. A creature that fails this save also reduces its hit point maximum by an amount equal to the poison damage dealt. This hit point reduction lasts until its next long rest or if it is healed by a medical ninjutsu of A-Rank or higher. A creature's hit point maximum reduced to 50% or less with this jutsu also suffers the poisoned condition. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and increase the damage dealt by 2d6 and the cone increases its range by 10 feet. ``` ``` #### Toxic Release: Sickening Slumber **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Concentration, up to 10 minutes
**Components:** CM, HS
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Genjutsu, Wind Release, Inhale, Tactile, Unaware
**Description:** You lace the air surrounding a creature with hallucinogenic toxins, inducing a sudden wave of nausea and fatigue. The creature must make a Wisdom saving throw. Creatures that fail against this jutsu can repeat the save at the end of each of its turns, ending the effects on itself on a success. **Critical Success:** The creature is unaffected and is immune to the effects of this jutsu for 1 hour. **Success:** The affected creature takes half damage from *Failure*. **Failure:** The affected creature takes 4d6 + genjutsu modifier poison damage and gains 1 rank of envenomed. A creature envenomed this way suffered the effects of slowed as if it had equal ranks of both conditions. **Critical Failure:** The affected creature suffers the same effects of *Failure*, but is also rendered unconscious for the next 10 minutes. A creature who is unconscious this way can be awoken if its ranks of envenomed are removed, or by taking damage of any type except poison or damage from the envenomed condition. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the number of creatures you can target by +1. \page ### B-Rank #### Toxic Release: Cloudkill **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 120 feet
**Duration:** Concentration, up to 10 minutes
**Components:** CM, HS
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Inhale
**Description:** You create a 40-foot-radius sphere of toxic fog centered on a point. The area is heavily obscured and spreads around corners. It spreads around corners. It lasts for the duration or until strong wind disperses it. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 8d8 poison damage and gains 2 ranks of envenomed on a failed save, or half as much damage on a successful one and 1 rank of enenomed. Creatures are affected even if they hold their breath or don’t need to breathe. Plants take double damage from this jutsu. While concentrating on this jutsu, you can take control of the fog as a bonus action and command it to move 30 feet in any direction you choose along the ground. Otherwise, the fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and increase the damage dealt by 2d8, and the size of the sphere by 10 feet. ``` ``` #### Toxic Release: Noxious Nightmare **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 120 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM, HS
**Cost:** 15 Chakra
**Keywords:** Hijutsu, Genjutsu, Wind Release, Inhale, Tactile, Unaware
**Description:** You lace 20-foot radius sphere of air surrounding creatures with hallucinogenic toxins at a point you can see in range, melting their minds with toxin fueled fear and misery. Creatures in this area must make a Wisdom saving throw. Creatures that fail against this jutsu can repeat the save at the end of each of its turns, ending the effects on itself on a success. **Success:** A creature is unaffected. **Failure:** An affected creature takes 4d12 + genjutsu modifier poison damage and gains 1 rank of envenomed, and 1 rank of fear against you for the next minute. Each time the creature takes damage from the envenomed condition, it loses grip on its own sanity, reducing its Intellgence and Wisdom by -1. - When a creature reaches 0 Intelligence, it loses the ability to cast Ninjutsu. - When a creature reaches 0 Wisdom, it loses the ability to cast Genjutsu - When a creature reaches 0 in both scores, its mind succumbs to madness and it dies. **Critical Failure:** An affected creature takes 6d12 + genjutsu modifier poison damage and gains 2 rank of envenomed, and 2 rank of fear against you for the next minute. Each time the creature takes damage from the envenomed condition, it loses grip on its own sanity, reducing its Intellgence, Wisdom, and Charisma scores by -2. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, increase the damage dealt by 2d12, and increase the sphere's radius by 10 feet. \page ### A-Rank #### Toxic Release: Creeping Death **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot sphere)
**Duration:** Concentration, up to 1 minute
**Components:** CM, HS
**Cost:** 20 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Inhale
**Description:** Toxic chakra fumes from every inch of your body as you become a walking bomb of toxicity. For the duration, you exude a 30-foot radius sphere of pure toxic chakra. The sphere spreads around corners and the area is heavily obscured. Plants and adversaries less than 1/4th of your level immediately die. Creatures other than you that begin their turn or enter the area for the first time on a turn take 10d4 poison damage, then must make a Constitution saving throw. On a failed save, it gains 2 ranks of envenomed, and becomes poisoned. At the end of each turn a creature remains poisoned this way, it must make another Constitution saving throw, gaining 1 rank of Exhaustion on a failed save. ``` ``` A creature that fails the initial saving throw also reduces its hit point maximum by an amount equal to the poison damage dealt. This hit point reduction lasts until its next long rest or if it is healed by a medical ninjutsu of S-Rank or higher. A creature's hit point maximum reduced to 50% or less by this effect becomes enters a pseudo-dying condition. While in this condition it makes death saving throws at the start of its turn. After failing all death saves, it is reduced to 0 hit points and dies. While maintaining concentration, you can use your action on your turn to expel the slow exhaust of toxic chakra all at once, causing an abrupt explosion following the rise of a mushroom cloud of poison. All creatures within a 120-foot sphere must make a Constitution saving throw, taking 15d6 poison damage on a failed save or half as much on a successful save. The jutsu then immediately ends. \page ## Akushū Feats ### Refined Gas Rig **Category:** Clan
**Prerequisites:** Akushū Clan, level 4+
After studying the design schematics of your Gas Mask, you've learned to install improvements. You gain the following benefits; - Increase your Intelligence score by 1, to a max of 20. - You proficiency in Crafting. If you already have this proficiency, you instead gain expertise. - While equipped with your Gas Mask, you can breathe in any environment without suitable air such as underwater or a vacuum. - While equipped with your Gas Mask, you can cast the *Voice Change* genjutsu for 0 chakra, as if you knew it. - You can make repairs or build a new mask during a short or long rest using 100 ryo worth of supplies. - Your Gas Mask gains one Armor Seal slot. ### Caustic Cells Expansion **Category:** Clan
**Prerequisites:** Akushū Clan, level 4+
You've developed your internal toxic glands, allowing you to further manipulate your caustic cells. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, to a max of 20. - Your **Caustic Cell** total increases to your full proficiency bonus. - You regain a number of expended Caustic Cells equal to half your proficiency bonus (rounded down) when you finish a short rest. - As a bonus action, you may expend any number of Caustic Cells to regain 2d6 hit points per cell. ### Toxicity Release **Category:** Clan
**Prerequisites:** Akushū Clan, level 8+
Your prowess with toxic release has progressed to greater limits. You gain the following benefits; - Increase your Intelligence or Wisdom score by 1, to a max of 20. - When casting a jutsu that deals poison damage, you ignore the target's resistance to poison damage and the envenomed condition. If the target is immune, you treat immunity as resistance. - Akushū hijutsu you cast that would damage a creature that already has ranks of envenomed or poisoned increases its Save DC or to hit by +1. - Reduce the chakra cost of concentrating on Akushū hijutsu by -2. While you have at least 1 caustic cell, you have advantage on all concentration checks to maintain Akushū hijutsu. \page
##### Latent Akushū | Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-----|:----:|:-------------| | **Latent Akushū Gear** | 0 | Beginning at 1st level, you wear a specialized ***Gas Mask***. While equipped you are immune to the effects of jutsu or conditions as a result of inhalation. Your mask is tailored to only fit you. If your mask ever breaks or becomes lost, you can craft a new one over the course of a Long Rest spending 250 ryo, provided you have access to a workshop during this time. | | **Latent Toxicity I** | 2 | Beginning at 1st level, you reduce poison damage by 1/4th. | | **Latent Toxicity II** | 3 |(You must have ***Latent Toxicity I*** ) Beginning at 3rd level, you have resistance to poison damage. | | **Latent Toxicity III** | 3 |(You must have ***Latent Toxicity II*** ) Jutsu you cast with the Inhale keyword lose any (NT) components, and can affect creatures even if they hold their breath or don’t need to breathe. | | **Latent Toxicity IV** | 5 |(You must have ***Latent Toxicity III*** ) Beginning at 15th level, you have immunity to poison damage. | | **Latent Caustic Cells I** | 3 | Beginning at 3rd level, you gain access to the ***Caustic Cells*** clan feature, but you only have an amount equal to half your proficiency bonus (rounded down) max of 2. You begin with only two Cell expending options (pick two, this cannot be changed later).| | **Latent Caustic Cells II** | 2 | (You must have ***Caustic Cells I*** ) Your Caustic Cells amount are equal to half your proficiency bonus. | | **Latent Toxic Release I** | 2 | Beginning at 15th level, once per turn, when you would deal poison damage, you inflict 1 rank of envenomed. | | **Latent Toxic Release II** | 5 | (You must have ***Toxic Release II*** ) Beginning at 7th level, when casting a Ninjutsu with the Wind Release Keyword, you can change the damage type to poison, it gains the Inhale keyword, and adds half your Intelligence modifier to the damage roll if it doesn't already, and if that jutsu inflicts bleeding, you may instead inflict ranks of envenomed. Creatures envenomed or poisoned by jutsu you cast are unable to speak intelligibly, as they cough and wheeze violently. | |**D-Rank Hijutsu**| 2 | You gain the ability to learn D-Rank Akushū Clan Hijutsu.| |**C-Rank Hijutsu**| 2 |(You must have ***D-Rank Hijutsu***) You gain the ability to learn C-Rank Akushū Clan Hijutsu.| |**B-Rank Hijutsu|** 3 | (You must have ***C-Rank Hijutsu***) You gain the ability to learn B-Rank Akushū Clan Hijutsu.| |**A-Rank Hijutsu**| 3 | (You must have ***B-Rank Hijutsu***) You gain the ability to learn A-Rank Akushū Clan Hijutsu. |**Clan Feats**| 5 |You gain the ability to learn Clan Feats, with Akushū Clan as a Prerequisite.
\page ## [Cerealian Clan](https://homebrewery.naturalcrit.com/share/_0_BGT8CckCx) ***Creator:*** *mind_faze*
*The Cerealian took deadly aim. With his mere fingers, he took out half of my team. In one moment they can take aim and decapitate me with only a bullet. In the same moment, I can take him out. Let's see who's faster.*
*—Daikon Wukong *
*Journey to the West, Ch. 7 excerpt.*
### Humble Snipers The Cerealians are an odd clan. They developed an efficient ocular power to better aid their sniping. However, even with an eye so powerful that it has effects passively, they choose to stay modest. They use their techniques by putting their hands in a sign commonly associated with "Finger Guns". #### Cerealian Traits **Ability Score Increase:** +2 Int, +1 Wis
**Speed:** Your base walking speed is 30 feet.
**Skill Proficiencies:** Insight, Perception
#### Cerealian Features  **Cerealian Clan Jutsu:** The Cerealian 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). **Precise fighter:** At 1st level, your right eye allows you to strike vitals with pristine percision. Once per turn, when you land a critical hit, you deal an extra 1d6 damage. At 7th level, this bonus becomes a 1d6 for every bonus to critical threat range you have. This damage die is not doubled on a crit. **Intelligent Attacks:** Also at 1st level, you're trained in deadly ranged combat. When you make a ranged weapon attack, you may use your Intelligence modifier for attack and damage rolls. At 3rd level, when you would make a ranged weapon attack or an attack with Cerealian Hijutsu, you increase the critical threat range by +1. At 11th level, once per turn when you make a ranged weapon attack, you may choose to aim for an **Arm** or **Leg**. - **Arm:** Aiming for the arm gives you a -2 to the attack. However, on a hit, you deal an additional 1d6 damage and force a creature to make a Strength saving throw vs your Ninjutsu save DC. On a failed save, the creature's arm is rendered useless and is unable to weave handsigns until the end of their next turn. - **Leg:** Aiming for the leg gives you a -2 penalty to the attack. However, on a hit, you deal an additional 1d6 damage and force a creature to make a Constitution saving throw vs your Ninjutsu save DC. On a failed save, the creature's movement speed is reduced by half until the end of their next turn. **Evolved Eye Awakening:** At 3rd level, your clan's innate evolved eye is able to enhance itself even further. This allows you to see with even higher precision. However, they are not arrogant enough to give it a name. As a bonus action, you may spend 5 chakra to activate this eye for 10 minutes. You gain the following benefits. - You gain 60 feet of Chakra sight. This Chakra sight can see the vitals of creatures, allowing you to see the Hit Points of creatures within your chakra sight range. - Advantage on Insight and Perception checks - +5 to Passive Insight and Perception - +1 Critical Threat Range for all attack rolls - Cerealian hijutsu have its range increased by an amount of feet equal to 5 times your proficiency bonus. - As a bonus action you can lock onto a creature, attacks rolls made against this creature has an additional +2 bonus. However, attack rolls made against other creatures are given a -2 penalty. You may lock off a creature at the end of your turn. At 15th level, you may lock on to two creatures at a time. **Analytic Eye:** At 7th level, your natural vision is terrifying. When looking at an item, you can view its craftsmanship. You're able to tell whether it is an original product or an imitation of whatever the original was. If looking at an object or creature that would have its true appearence obscured, altered, or transformed by a feature, jutsu, or trait, you can add a 1d6 to rolls to dechipher its true appearence. Also at 7th level, when you would make a saving throw against a Genjutsu, on a 19-20, you automatically succeed the save. When you score a critical hit on a creature, until the end of your next turn, you gain a bonus to saving throws that creature would impose on you equal to half your highest critical threat range bonus, rounded up.
At 18th level, this becomes your full
bonus. **Truest Sight:** At 11th level, your
vision makes Uchiha clan jealous.
While your ***Evolved Eye Awakening***
feature is active, you have 60 feet of
Truesight and 90 feet of Chakra sight.
At 15th level, you passively have 20 feet
of Truesight. **Permanent Evolution:** At 18th
level, you've reached a new level of
accuracy. Your left eye evolves,
becoming identical to your right.
Your ***Evolved Eye Awakening*** is
permanently active. Additionally,
your vision cannot be hindered
by any means. \page ## Cerealian Clan Jutsu ### D-Rank #### Detain: Chain **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 45 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You make a finger gun and shoot a powerful chakra bullet. Make a ranged ninjutsu attack against a creature. On a hit you deal 3d6+2 Force damage. This bullet ricochets off the original target and to a different one. On a hit, select another creature within range, comparing the original attack roll vs the new target's AC. On a hit you deal the same rolled damage to the second target. If this jutsu would kill a target, you can choose to just knock them out. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage by 2d6+1. When casted at B-rank you may chain up to 3 targets. At S-rank this becomes 4 targets. #### Detain: Stun **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Fuinjutsu, Ninjutsu
**Description:** You shoot a creature, attempting to harmlessly restrain them. Make a ranged ninjutsu attack against a creature in range. On a hit they gain one rank of the Shocked condition. If this jutsu scores a critical hit, the creature is also Slowed until the end of their next turn. If a creature is hit with another Cerealian Hijutsu while they have a condition from this jutsu, they take an extra 2d12 damage on a crit. #### Interpose Shot **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction you take when you or an ally in range would be targeted by a ranged attack
**Range:** 30 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You quickly shoot out a chakra bullet in an attempt to eliminate a ranged threat. Make a ranged ninjutsu attack against the attack, if the result is higher than the triggering attack's roll the attack is negated and you compare your attack roll to the triggering creature's AC. On a hit you pierce through the target, dealing 4d4+3 Force damage. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage by 2d4+1. #### Meta Lock-On **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** Special
**Range:** 30 Feet
**Duration:** Concentration, up to 1 Minute
**Components:** M, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Sensory
**Description:** To cast this jutsu you must have **Evolved Eye Awakening** active. You do not need to pay chakra as a part of concentrating on this jutsu. You lock onto a creature, not allowing them to leave your sight. When you hit a creature with a ranged attack or as an action, you are able to lock onto a creature as long as you can see them. Otherwise, a target creature is marked for the duration. You gain a 1d4 bonus to all ranged weapon attacks and attacks from Cerelian hijutsu against this creature. This creature can not gain benefits of becoming invisible or being hidden from you.
### C-Rank #### Assassinate:Chakra Point Pierce **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You strike a creature's chakra point with extreme precision. Make a ranged ninjutsu attack, on a hit you deal 5d8+4 Necrotic damage and half the result as chakra damage. On a critical hit, you deal an amount of chakra damage equal to the amount of necrotic damage dealt. **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 2d8+1. #### Detain: King Breaker **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You fire a blast of chakra perfectly configured to weaken a creature's ability to concentrate. Make a ranged ninjutsu attack. On a hit you deal 3d10+2 Force damage. Additionally, if the creature is concentrating on a jutsu, they reduce their roll by 1d4+1. You can choose to knock out a target with this jutsu, as opposed to dealing a lethal blow. **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 2d10+1. \page #### Cerealian Effigy **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Medical
**Description:** You aim at a point you can see on the ground within range and fire your chakra in the space. In the space arises a medium sized spirit of pure ghostly chakra. For the duration of this jutsu, when an allied creature passes through the spirit or starts their turn in the space heal 2d6+3 Hit Points. This spirit cannot heal constructs or undead. Hostile creatures that would pass through or start their turn in the spirit invoke its wrath, taking 2d6 Necrotic damage. As a bonus action on your turn, you can move a spirit up to 30 feet to a space that you can see. A creature can only be affected by a single spirit once per round. **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 spirits created by +1. ### B-Rank #### Assassinate: Decaying Shot **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You fire a bullet of chakra that lingers in a target. Make a ranged ninjutsu attack. On a hit you deal 6d10+5 Necrotic damage. At the end of the target's turn it must make a constitution save. At the end of their turn they take 1d10 Necrotic damage. They must repeat this save at the end of their turns until they make a successful save. On a success, the effects of this jutsu immediately end. **At Higher Ranks:** For each rank you
cast this jutsu above B-Rank, increase
the cost of this jutsu by 3 and the
damage by 2d10+1. ``` ``` #### Exploding Earth's Core **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 45 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** The chakra bullet you fire erupts underground, creating a giant explosion of fire underneath targets. Select a 10-foot radius within the range. All creatures in the space must make a dexterity saving throw. On a failed save they take 7d8+6 Fire damage. On a success they take half. If a creature fails this save by 5 or more, they take twice the result in damage. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and the damage by 2d8+1. ### A-Rank #### Deadeye, Dead Man **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 18 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** To cast this jutsu you must have **Evolved Eye Awakening** active. With your most precise attack, you strike at a specific area of a target to unleash a debilitating effect. Make a ranged ninjutsu attack and select one of the following limbs, the outcome changing depending on the limb; - **Head:** On a hit, you deal 10d12+9 Necrotic damage. The Creature must make a Constitution save, on a failed save they are blinded and dazed until the end of their next turn. - **Arm:** On a hit, you deal 8d10+7 Force damage. The Creature must make a Strength save, on a failed save they cannot use weapons and one arm is completely unusable until the end of their next turn. - **Body:** On a hit, you deal 8d8 Necrotic damage. The Creature must make a Constitution save, on a failed save they are paralyzed until the end of their next turn. - **Leg:** On a hit, you deal 8d10+7 Force damage. The Creature must make a Dexterity save, on a failed save the creature's movement speed is reduced to 0 and they are slowed until the end of their next turn. If you reduce a creature's HP to 0 with a critical hit, the chosen limb flies off in the same instant. In the case of the Body it pierces the heart. \page ## Cerealian Clan Feats ### The Cerealian Dragon **Category:** Clan
**Prerequisite:** Cerealian Clan
You adapt your clan's normal patterns in ways to hold your own in hand to hand combat. You gain the following benefits; - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Cerealian features and hijutsu that mention ranged weapon attacks now also apply to your melee weapon attacks and unarmed attacks. - Cerealian features and hijutsu that mention ranged ninjutsu attacks now also apply to your melee ninjutsu attacks. - Your unarmed damage becomes a 1d6, unless it is already higher. If it is, increase it by 1 step. When you would deal your unarmed damage, you can change the damage to necrotic. - When casting a Cerealian hijutsu you may reduce the range to 5 feet and make the attack a melee ninjutsu attack. If a jutsu modified in this way lands a critical hit, you deal an additional 2d12 damage. ### The Lone Sniper **Category:** Clan
**Prerequisite:** Cerealian Clan, Level 8+
You live for the perfect shot, not letting anything get in your way. You gain the following benefits; - Increase your Intelligence score by 1, to a maximum of 20. - When you make a ranged ninjutsu attack using your Cerealian hijutsu, they cannot suffer disadvantage from being within 5 feet of your target. - Cerealian hijutsu has a max critical threat range bonus of +5. - When you cast a Cerealian hijutsu and land critical hit, you can also double any flat damage bonus given in the jutsu. ``` ``` ### Crimson Glare [New!] **Category:** Clan
**Prerequisite:** Cerealian Clan, Level 4+
You train your newly evolved eye to enhance your clan's sniping prowess to its limits. You gain the following benefits; - Increase your Intelligence score by 1, to a maximum of 20. - While your **Evolved Eye Awakening** is active, reduce the cost of all Cerealian Hijutsu by -1. - While your **Evolved Eye Awakening** is active, when you score a critical hit on a creature with a ranged attack, any Damage Reduction the creature possesses from the armor they possess is reduced by your Intelligence modifier for the remainder of combat as you chip a piece of their armor. A creature can only be affected by this once per combat. - At the start of a new round in combat, you may select one ally with a lower initiative count than you. During this round, you may take your turn immediately after their turn. On this turn, you gain advantage on the first ranged attack roll you make and may immediately activate your **Evolved Eye Awakening** feature. You may do this once per long rest. \page
##### Latent Cerealian | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Precise Fighter I** | 1 | Beginning at 1st level, when you score a critical hit, you deal an additional 1d4 damage. | **Latent Precise Fighter II** | 2 | *(You must have **Latent Precise Fighter I**)* Beginning at 7th level, this bonus becomes a 1d4 for every bonus to critical threat range you have. | **Latent Intelligent Attacks I** | 1 | Beginning at 1st level, you can use intelligence for attack and damage rolls of ranged weapon attacks. | **Latent Intelligent Attacks II** | 2 | *(You must have **Latent Intelligent Attacks I**)* Beginning at 3rd level, you gain a +1 to bonus to critical threat range for ranged weapon and Cerealian Hijutsu attacks. | **Latent Intelligent Attacks III** | 3 | *(You must have **Latent Intelligent Attacks II**)* Beginning at 11th level, once per turn when you make a ranged weapon attack, you can choose to aim for the creature's **Arm** or **Leg**, as detailed within the Cerelian Clan. You can do this a number of times equal to half your proficiency bonus, per long rest. | **Latent Evolved Eye Awakening I** | 2 | Beginning at 7th level, you can activate your **Evolved Eye** for 1 minute by spending 5 chakra as a bonus action. While your evolved eye is active you gain 30 feet of chakra sight, advantage on Insight and Perception checks, a +3 bonus to Passive Insight and Passive Perception, a +1 bonus to critical threat range for all attack rolls, a bonus to the range of Cerealian hijutsu equal to 5 times half your proficiency bonus. Additionally, as a bonus action while your **Evolved Eye** is active, you can *Lock On* to a specific creature. While locked onto a creature, you gain a +2 bonus to attack rolls made against them, and a -2 penalty to attack rolls against any other creature. You can end your *Lock On* at the end of your turn. | **Latent Evolved Eye Awakening II** | 3 | *(You must have **Latent Evolved Eye Awakening I**)* Beginning at 15th level, you can *Lock On* to two creatures at once. | **Latent Analytic Eye I** | 2 | Beginning at 7th level, when looking at an item, you can view its craftsmanship. You're able to tell whether it is an original product or an imitation of whatever the original was. If looking at an object or creature that would have its true appearence obscured, altered, or transformed by a feature, jutsu, or trait, you can add a 1d6 to rolls to dechipher its true appearence. | **Latent Analytic Eye II** | 3 | *(You must have **Latent Analytic Eye I**)* Also at 7th level, when you would make a saving throw against a Genjutsu, on a 19-20, you automatically succeed the saving throw. Additionally, when you score a critical hit on a creature, you gain +1 bonus to saving throws made against the creature until the end of your next turn. | **Latent Analytic Eye III** | 3 | *(You must have **Latent Analytic Eye II**)* Beginning at 18th level, this bonus to saving throws becomes half your highest critical threat range bonus, rounded up. | **Latent Truest Sight** | 3 | *(You must have **Latent Evolved Eye Awakening I**)* Beginning at 11th level, the chakra sight of your **Evolved Eye** doubles, and while active, you gain 30 feet of True Sight. | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Cerealian Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Cerealian Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Cerealian Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Cerealian Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Cerealian Clan as a prerequisite.
\page ## [Dasomia Coven](https://homebrewery.naturalcrit.com/share/_ImABEe6KXmN) ***Creator:*** *Strangerkun*
*"How?! How are you doing this!?" Shiro screamed out in the night. It was enough to make his opponent laugh, almost cackling with dark amusement. "You really have no idea, do you? You come into our lands and try to desecrate and loot our temple in the dead of night as if she would protect you?" She stepped out into the light of moonbeams, holding her wide pointy hat low so that it covered her eyes but not her smile, and holding her staff aloft. Chakra, dark and starry like the night sky trailed in its wake, visible to the naked eye. "For this, my next trick will be to make you disappear."*
*—Yamato Sumitada* *The Endless War, Ch. 6 excerpt*
### A Coven bound by Night Hailing from the Land of Cackles, those of the Desomia Coven have made their home inside and amidst the flying mountain of Witche's Howl, where they guard the strange Ichor-like chakra pools that exist within its heart. Secretive but open-minded, most Dasomia witches revered the first Moonmaiden and often are known to often send out their young witches on coming-of-age pilgrimages, to see the world and pray on the different facets of the moon. #### Dasomia Traits **Ability Score Increase:** +2 Charisma, +1 Constitution or +1 Intelligence
**Speed:** Your base walking speed is 30 feet.
**Skill Proficiency:** Nature, History.
**Superior Darkvision:** Bound to your Coven by blood, you have Darkvision up to 60 feet. #### Dasomia Traits     **Dasomia Clan Jutsu:** The Dasomia 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).















``` ``` **Casting Focus:** Beginning at 1st level, you undergo a magical ritual to permanently infuse a single ***Dagger*** or ***Staff*** with magical ichor - a unique source of natural liquid chakra that those of the Dasomia Clan made the heart of their Coven. If you select a ***Dagger*** as your Casting Focus, you gain a Greater Kunai made with metal that takes on the appearance of the starry night sky, shifting as you move and turn it. While wielded by you, this Kunai grants you the following benefits: - You ignore the HS component for all Jutsu. - You increase weapon damage die of this Focus by 2 steps. - You grant this Focus the Returning, Deadly, and the Lethal weapon properties. If you select a ***Staff*** as your Casting Focus, you gain a Greater Quarterstaff that creates small trails of magical, starry darkness as it moves in combat, invoking images of the night sky. While wielded by you, this Quarterstaff grants you the following benefits: - You ignore the HS component for all Jutsu. - You increase weapon damage die of this Focus by 2 steps. - You grant this Focus the Ranged (60/120) weapon property, and the Finesse weapon property. Finally and if destroyed or lost, you may perform a magical ritual on a rest to resummon it to yourself, fully restored. **A Witches Path:** At 1st level, you embody one of two different ancient arcane traditions of Dasomia Coven. You can learn Clan Hijutsu with the corresponding Branch style Keyword. This cannot be changed later on. - Path of the Blood Moon: Practiced by those who taken on the ***Dagger*** as their **Casting Focus**, witches of the Dasomia Coven who embark of the Path of the Blood Moon look upon the Moonmaiden's passion and determination to brave the dark unknown without fear but an open mind for guidance. - Path of the Blue Moon: Practiced by those who taken on the ***Staff*** as their **Casting Focus**, witches of the Dasomia Coven who embark of the Path of the Blue Moon look upon the Moonmaiden's serenity and perseverance to ever stride forward on her ten thousand year long journey into the stars for guidance . **Blood of the Coven:** Beginning at 3rd level, you've undergone the rites of Night, following in the path of the first Moonmaiden. You may use Charisma as your Casting ability modifier for all Dasomia Clan Hijutsu. **Natural Magicks:** Starting at 7th level, you have learned how to touch the weave of magick, altering the nature of each spell at whim. This power is represented as a pool of d6’s called Magick Die. You begin with a number of these Magick die equal to your level. You can spend Magick die on the following effects twice per turn and regain any spent Magick die on a long rest. - **Arcana of War:** When you deal damage with a Jutsu, you can spend up to five Magick Die, converting all damage done to Chakra or Force damage (you choose), adding the result as damage, and reducing the cost of the Jutsu by 1 for each Magick die spend (Min 1). - **Ambient Binding:** When you would begin concentrating on a Jutsu, you can spend up to two Magick die, reducing the cost of Concentration by half the result. \page - **Confluence of Mana:** When you cast a Jutsu, you can spend up to three Magick Die, turning all terrain within 30 feet of you into difficult terrain until the end of your next turn. You gain half cover while within this difficult terrain and all other creatures increase the cost of all Jutsu by the result of your Magick die while within this difficult terrain, as the ambient nature chakra in the area surges wildly, tearing the earth assunder around you. - **Dark Path:** When you would move, you can spend up to four Magick die, teleporting to any source of in dim light or darkness that is within a number of feet equal to 5 x the result of the roll. You do not need to be aware of this area to teleport to it. When you reach 15th level, you gain an additional amount of Magick die equal to your Charisma ability modifier and regain all Magick die on a rest. **Moonmaiden's Teachings:** Starting at 11th level, you add your Charisma ability modifier to the damage rolls made with your choose **Casting Focus** (Min 1). Additionally, you add half your Charisma ability modifier (rounded up) to the results of each spent Magick die. **Zenith:** At 18th level, while you are in combat at Night, under the light of the stars and any phase of the moon except the new moon, you regain 1 Magick die at the start of each of your turns. Additionally, you can also spend Magick die on the following effect: - **Harmonic Convergence:** When you would start your turn, you can spend one Magick die, adding twice the result as temporary hit points and chakra points until the start of your next turn. ``` ``` ## Dasomia Clan Jutsu ### D-Rank #### Aspect of the Moonmaiden: Third Eye **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** 1 Hour
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Sensory
**Description:** You center yourself and open your third eye, allowing you to directly perceive the weave of Magick. For the duration, your view of reality shifts. You gain a unique form of chakra sight and blindsight of 30 feet, which does not require sight. You can not perceive anything that is more than 30 feet away from you. You also gain immunity to genjutsu with the Visual keyword. You can perceive the Nature Affinities other creatures if any, are able to perceive how much Chakra a creature has based on an aura they exude, and can now perceive when a creature or area is under the effects of a Ninjutsu or Genjutsu of any type. Additionally, you can make an Charisma (History) check to learn about the history of an object you are touching or your location, potentially causing cause you to experience vivid visions of the past connected to the object or location. At Night, under the light of the stars and any phase of the moon except the new moon, you increase the range of your chakra sight and blindsight to 60 feet and gain a +10 bonus to Charisma (History) checks. \page #### Dark Omen: Only Woe **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Genjutsu, Auditory, Tactile
**Description:** You channel the ambient mana around your vessel before speaking a dark prophecy of the future to come. One creatures of your choice within 30 feet of you must make a Charisma saving throw, as the shackles of a dark fate settle around their soul. At Night, under the light of the stars and any phase of the moon except the new moon, they instead make their save at disadvantage.

**Critical Success:** Affected creature is able to resist this Jutsu’s effect, becoming immune to further castings of this Jutsu for the next 10 minutes. **Success:** Affected creatures suffer disadvantage to the first attack roll, saving throw, or skill check they make after being affected by this Jutsu. **Failure:** Affected creatures suffer disadvantage to all attack rolls, saving throws, and skill checks they make until the start of your next turn. **Critical Failure:** Affected creatures suffer disadvantage to all attack rolls, saving throws, skill checks they make until the start of your next turn and take 2d6 Psychic damage each time they fail a roll while under the affects of this Jutsu.

**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If cast at B-Rank, this Jutsu instead lasts 2 rounds on Failure or Critical Failure. If cast at S-Rank this Jutsu instead lasts 3 rounds on Failure or Critical Failure. ``` ``` #### Dark Omen: Toil and Trouble **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Genjutsu, Auditory, Tactile, Blue Moon
**Description:** You channel the ambient mana around your vessel before speaking a dark prophecy of the future to come. One creature of your choice within 60 feet of you must make an Intelligence saving throw, as the weight of their future bears down, threatening to crush them. At Night, under the light of the stars and any phase of the moon except the new moon, they instead make their save at disadvantage.

**Success:** The affected creature increases the concentration costs of each jutsu by +5. **Failure:** The affected creature increases the concentration costs of each jutsu by +5 and reduces their current Hit points by the same amount. **Critical Failure:** The affected creature increases the concentration costs of each jutsu by +5, must pay the cost in both Chakra and Hit points, and is forced to concentrate on this Jutsu with you. It must use up one of its concentration slots to do so, can not choose to end concentration on this Jutsu, and can not lose concentration on this Jutsu.

**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and concentration costs of each Jutsu by +5. If cast at B-Rank or higher, increase the number of creatures you can target in range by +1 #### Witch Blade **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** 1 Minute
**Components:** HS, CM, W (Kunai)
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Bukijutsu, Ninjutsu, Blood Moon
**Description:** You create 3 spectral blades out of pure chakra that mimics the appearance of your Ichor Weapon and circles around you like mini-satellites. As a bonus action on each of your turns, you can spend a spectral blade, allowing you to make a melee Ninjutsu or Taijutsu attack, slicing at a creature you can see within 30 feet. On a hit, the target creature takes your [weapon damage] + 1d10 Force damage and must succeed a Charisma saving throw, taking half the result as Chakra damage on a failed save. Once all spectral blades have been expended this jutsu immediately ends. You can alternatively spend the spectral blades created by this jutsu to fuel other ***Blood Moon*** Hijutsu you cast, enhancing their effects. If you would recast this jutsu, you retain all unspent spectral blades, adding them to your new total. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the number of spectral blades you create by 3 and damage of this jutsu by 1d10. \page #### Waxing Crescent Eclipse **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you can take when you would take damage
**Range:** Self
**Duration:** Instant
**Components:** HS, CM, W (Any)
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Blood Moon
**Description:** As a part of casting this jutsu, you must spend 1 spectral blade created by the ***Witch Blade*** jutsu. You call a spectral blade to your hand in the moment before an attack would hit and parry it. When you are damaged with an attack, you may roll your [weapon damage] + 2d8 and reduce the damage you receive by the result. If you reduce the damage to 0, you may immediately use the spectral blade to attack any creature within 30 feet, as if using it as part of the ***Witch Blade*** jutsu. You can spend spectral blades created by ***Witch Blade.*** For each spectral blade spent, you maintain the benefits of this jutsu against an additional instance of damage, until the end of your next turn. You can spend up to 3 spectral blades this way. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and reduce damage by an additional 2d8. If cast at B-Rank increase the damage reduction by 1 step. If cast at S-Rank increase the damage reduction by 2 steps. #### Witch Bolt **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, W (Quarterstaff)
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Blue Moon
**Description:** A beam of crackling, Ichor infused chakra lances out toward a creature within range, forming a sustained arc between you and the target. Make a ranged Ninjutsu attack roll against that target. On a hit, the target takes 3d12 force damage and becomes ***Bonded*** to you for the duration of this jutsu. When you take an instance of damage reduce it by 1d12. Creatures that are ***Bonded*** to you take this damage in your place, reducing their current HP by 1 for every point of damage you reduced via this jutsu. On each of your turns for the jutsu's duration, you can use your Action to deal 3d12 Force damage to the target automatically. The jutsu also ends if the target ever moves outside double this jutsu's range or gains total cover from you. **At Higher Ranks:** For each rank, you cast this Jutsu above D-Rank, increase the cost of this Jutsu by 3 and your damage by 1d12 and the damage reduction by 1d12. ``` ``` ### C-Rank #### Aspect of the Moonmaiden: Prophecy **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 hour
**Range:** Self
**Duration:** 1 minute
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu, Sensory
**Description:** As part of the requirements of this jutsu you must be under the light of the stars and any phase of the moon except the new moon and be benefitting from the ***Aspect of the Moonmaiden: Third Eye*** jutsu. You study the stars with your Astral third eye, receiving their wisdom through unspoken word and ancient promisses. Ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. The weave of fate shown by the night sky is never set in perfect clarity, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the reach of celestial knowledge. In a case where a one-word answer could be misleading or contrary to the Moonmaiden’s interests, the GM might offer a short phrase as an answer instead. If you cast this jutsu two or more times before finishing your next full rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret. #### Dark Omen: Heart of Newt **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Genjutsu, Visual, Tactile, Unaware
**Description:** You channel the ambient mana around your vessel before speaking a dark prophecy the creature's true nature. Select one creature you can see within range, forcing them to make a Charisma saving throw, as the words begin to echo endlessly in their deep subcontious, changing their perception of their body. At Night, under the light of the stars and any phase of the moon except the new moon, they instead make their save at disadvantage.

**Success:** The affected creature gains 1 rank of the Confused condition until the start of your next turn, as their grip on reality momentarily slips. **Failure:** Affected creature takes 4d6 psychic damage and gains 2 ranks of Concussion and Weakened. **Critical Failure:** Affected creature takes 6d6 psychic damage and gains 3 ranks of Concussion and Weakened.

**At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the number of creatures you can target by +1 and the damage by 1d6. \page #### Piercing Blades of Binding Moonlight **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet (15-foot radius sphere)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Blood Moon
**Description:** You conjure a volley of magical swords made out of pure moonlight high up in the sky, before calling on them to rain down on your enemies. Target creatures in range makes a Dexterity saving throw, taking 2d10 Force damage, set their movement speed to 0, and double the cost of all Jutsu for the duration on failure, or half as much on a successful save. Creatures can make a Charisma saving throw at the end of each of their turns to end all effects. At Night, under the light of the stars and any phase of the moon except the new moon, they instead make their saves at disadvantage. You can spend spectral blades created by ***Witch Blade***, for each spectral blade spent, increase the damage by 2d10. You can spend up to 3 spectral blades this way. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and damage by 1d10 and the radius by 5ft. #### Tears of the Moon **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra, 2 Chakra Die
**Keywords:** Hijutsu, Ninjutsu, Medical, Blue Moon
**Description:** You harvest a special blend herbs at midnight, touched by the Moonmaiden's kiss, and brew them into a potent healing potion, ready to by activated at a moments notice via prayer and an infusion of Magick. When cast, a willing creature within range can drink the potion as a part of casting this jutsu. The target gains Hit Points and temporary Chakra Points equal 4d8 + your Ninjutsu ability modifier. Additionally, select one type of conditions between Elemental, Physical, Mental, or Sensory. The target creature gains
resistance to conditions of the
chosen category for the next,
minute and removes all ranks
of up to 2 conditions of your choice
they may possess. At Night,
under the light of the stars
and any phase of the moon
except the new moon,
you increase the all dice
rolled as part of this
jutsu by one step. **At Higher Ranks:** For
each rank you cast this jutsu
above C-Rank, increase the cost
of this jutsu by 3 and healing and
temporary chakra points by 2d8. ### B-Rank #### Aspect of the Moonmaiden: Soar **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 8 Hours
**Components:** HS, CM
**Cost:** 10 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** A signature technique of virtually every Coven of the land of Cackles, the Dasomia Coven believes it was the Moonmaiden who first taught witches how to fly as she journeyed across the land, sharing her wisdom with many of the lesser witches. Channeling the ambient mana into your staff, a broom, or another similarly convenient object, you use it to take flight. You do not need to spend chakra to maintain Concentration on this jutsu. You increase your movement speed by 30 feet, gain a fly speed equal to your movement speed, and can hover. If used during exploration or land travel, you treat normal travel pace as Fast travel pace, and you double Fast travel paces distances. At Night, under the light of the stars and any phase of the moon except the new moon, you instead increase your movement speed by 60 feet. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and the movement speed gained by 15 feet. \page #### Waxing Crescent Blood Moon **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Full movement
**Duration:** Instant
**Components:** HS, CM, W (Any)
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Bukijutsu, Ninjutsu, Blood Moon
**Description:** You channel the ambient mana around your vessel before teleporting to anywhere within 10 feet of your target, shrouded in a veil of starry darkness before unleashing a combo of multiple simultaneous attacks with your spectral blades. Make two melee Ninjutsu or Taijutsu attacks, dealing your [weapon damage] + 3d10 Force damage for each attack. On each hit, the target must succeed a Charisma saving throw, taking half the result as Chakra damage on a failed save. At Night, under the light of the stars and any phase of the moon except the new moon, increase this jutsu's damage by one step. You can spend spectral blades created by ***Witch Blade.*** For every three spectral blades spent, you can make one additional melee ninjutsu or Taijutsu attack. You can spend 6 spectral blades in this way. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and damage of this jutsu by 1d10. #### Comet Rain **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Full Movement
**Duration:** Instant
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Ninjutsu, Blue Moon
**Description:** As part of the activation of this jutsu, you must be airborne and flying or hovering at least 30 feet off the ground. You take the sky, raining magical explosions down into the area beneath you You move up to your full movement in a straight line. All creatures within 15 feet of the ground you fly over while on the way to the select location must make a Dexterity saving throw, taking 8d8 Force damage and being knocked prone, or half as much on success. The area permanently becomes difficult terrain and is shrouded in a starry darkness. A creature with Chakra Sight can’t see through this darkness, and light created using an effect or jutsu of B-Rank or lower cannot illuminate it. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and increase the damage by 2d8. ``` ``` ### A-Rank #### Aspect of the Moonmaiden: Moongazing **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** 1 Minute
**Components:** HS, CM
**Cost:** 20 Chakra
**Keywords:** Hijutsu, Ninjutsu, Blue Moon
**Description:** As part of the requirements of this jutsu you must be be benefitting from the ***Aspect of the Moonmaiden: Third Eye*** jutsu. You look to the moon and stars, seeing the Moonmaiden's path clearly and understanding what you must do to follow. Regardless of the time of time, you always are considered to be under a stary sky featuring the cresecent moon, and treat all Magick die as two steps higher. At Night, under the light of the stars and any phase of the moon except the new moon, you also reduce the cost of all Dasomia Hijutsu by -3 and reroll all 1's on Magick die and Dasomia Hijutsu damage rolls. #### Blood of the Covenant **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Hour
**Range:** Touch
**Duration:** Permanent
**Components:** HS, CM
**Cost:** Special (100 Chakra, 3 Hit Die per creature)
**Keywords:** Hijutsu, Ninjutsu, Combination
**Description:** As part of the requirements of this jutsu you must be under the light of the stars and the Full Moon. You invite a number of creatures up to your proficiency bonus to partake in an ancient blood ritual, underneath the pale moonlight of the Moonmaiden, inviting them in your Coven. Each creature must offer up an equal share of their blood, permanently reducing their maximum Hit Die by the amount offered, to take part in this Jutsu. This Jutsu lasts until one of its casters is killed outright or fails its final death saving throw. For the duration of this Jutsu, all creatures may speak telepathically to one another regardless of distance, ignore all Keywords for the sake of assisting in a Combination Jutsu, double the any discounts given for combination casting a Jutsu, may freely share Hit points and Chakra points with one another as a Bonus Action, and gain access to all C rank or lower Hijutsu each caster can cast. **Combination:** If this jutsu is cast as a Combination jutsu with 2 or more casters reduce the cost by -5. Any creature can participate in this ritual, regardless of not having access to the appropriate Keywords. \page
































#### Dark Omen: Full Blood Moon **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 10 feet
**Duration:** Concentration, Up to 1 minute
**Components:** HS, CM, CS
**Cost:** 19 Chakra, 4 Hit Die
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Genjutsu, Visual, Auditory, Tactile, Blood Moon
**Description:** As part of the requirements of this jutsu you must be under the light of the stars and any phase of the moon except the new moon. Dasomian legends have spoken of a Presence sealed away in a prison secreted away by the Moonmaiden in the dark side of the moon. You conjure an echo of its presence, imprinted into the weave of magick, and offer a sacrifice of your own blood to create of vessel of chakra bond under your control for it to inhabit. The moon turns Blood Red as part of casting this Jutsu and the Moon Presence uses your Genjutsu attack bonus and Save DC for effects that require it. It rolls initiative as it has its own turns, using your Genjutsu ability modifier + Proficiency as its Initiative. You can as a bonus action on your turn, so long as you are in physical contact with the Moon Presence, you can merge into its head. While you are merged in this way you have total Cover against attacks and other effects outside of it. ``` ```












___ > ## Moon Presence >*Huge Aberration, unaligned* > ___ > - **Armor Class** 17 + Your Genjutsu Ability Modifier > - **Hit Points** 144 (12d10+84) > - **Speed** 60ft., climb 60ft., swim 60ft., fly 30ft (hover). >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|20 (+5)|24 (+7)|1 (-5)|30 (+10)|30 (+10)| >___ > - **Saving Throws** Str +10, Dex +10, Con +12 > - **Damage Immunities** Chakra, Poison, Psychic. > - **Damage Resistances** Force; Bludgeoning, Piercing, and Slashing. > - **Condition Immunities** All Mental conditions; Bleeding, Exhaustion, Lacerated, and Poisoned. > - **Senses** Darkvision 300ft, passive Perception 20 > > ___ > > ***Born of the Blood Moon.*** All creatures within 30 feet of the Moon Presence lose their Resistance and Immunity to the Bleeding and Lacerated conditions, and raise the damage of both conditions by one step. > >***Eldritch Weapons.*** The Moon Presence's attacks ignore Resistance and up to half your level in DR. > >***Immutible Form.*** The Moon Presence is immune to any hostile jutsu or effect that would alter its form. > >***Impossible Existence.*** Creatures that do not Avert their Gaze from the Moon Presence at the start of their turn must roll a Charisma saving throw against your Genjutsu save DC or gain 2 ranks of the Concussed condition. > > ### Actions > ***Multiattack.*** The Moon Presence makes either three attacks with its Rend or uses its Howl. > > ***Rend.*** *Melee weapon attack:* Caster's Genjutsu attack to hit, reach 15ft., one target. *Hit:* 4d10 + caster's Genjutsu modifier in Force damage and 1 rank of Bleeding. > > ***Howl (Recharge 5-6).*** The Moon Presence has no mouth yet screams anyway, sowing despair and madness into the minds of all creatures close enough to feel its spychic echo. Each creature within 30 feet of the Moon Presence must make a Charisma saving throw (caster's Genjutsu DC), taking 20d6 Psychic damage and 5 ranks of the Bleeding condtion on a failed save, or half as much damage and 2 ranks of the Bleeding condition on a success. A creature that fails this save by 5 or more goes Beserk until the start of the Moon Presence's next turn. \page ## Dasomia Coven Feats ### Wisdom of the Moonmaiden: Empathy **Category:** Clan
**Prerequisite:** Dasomia Clan, Level 4+
You embark on the first step, studying ancient Esoterica and incoporating both of the Moonmaiden's paths into your heart. - Increase your Constitution, Charisma or Wisdom score by 1, to a Maximum of 20. - You can learn jutsu from the opposite Path. If follow the path of the Blue Moon, you can learn Blood Moon Hijutsu. If follow the path of the Blue Moon, you can learn Blood Moon Hijutsu. - You learn one additional Dasomia clan Hijutsu that you qualify for. - You can create and learn Dasomia clan Hijutsu in half the required time and with half the required cost. ### Wisdom of the Moonmaiden: Resolve **Category:** Clan
**Prerequisite:** Dasomia Clan, Level 8+
You embark on the second step, enhancing your
Casting Focus and binding it to your soul. - Your Casting Focus becomes Superior quality. This becomes Supreme at level 11, and Masterwork at level 15. - Your Casting Focus can not be destroyed or damaged by any means. - You can teleport your Casting Focus into your hand as an Object Interaction on your turn, regardless of distance. - While you are wielding your Casting Focus, you can spend 1 Hit Die, rolling it and taking necrotic damage equal to the result as you bath the Casting Focus in your blood. When you do, increase its damage die by +1 and treat it as if possessing the Lunar Seal (Superior) for the next minute. ### Wisdom of the Moonmaiden: Enlightement **Category:** Clan
**Prerequisite:** Dasomia Clan, Level 12+
You embark on the final step, trusting the Moonmaiden's teachings and following far enough in her path to open your soul to the weave of Magick. - Your Magick Die becomes d8’s. - You may cast the ***Aspect of the Moonmaiden: Third Eye*** jutsu as an Action or Bonus Action. When you do, you double the range of its Chakra Sight and Blindsight, and can perceive everything outside its range as normal. - Your body becomes infused with the weave of magick which permeates everything, allowing it to flow through you without harm as it does all natural life. When you take a rest, gain temporary chakra points equal to twice your Proficiency bonus + twice your Charisma ability score. The temporary chakra points stack with other sources of chakra points. \page
##### Latent Dasomia |Bloodline Ability Name| Points Cost | Ability Description | |:- |:-:|:--------------------------| | **Latent Casting Focus** | 2 | You may pick either a ***Dagger*** or ***Staff*** as your Latent Casting Focus. When wielding a your Latent Casting Focus You ignore the HS component for all Dasomia Hijutsu. | | **Latent Casting Focus II** | 3 | (You must have **Latent Casting Focus**) Starting at 3rd level, while wielded by you, your Latent Casting Focus has its weapon damage die increased by 2 steps. | | **Latent Casting Focus III** | 2 | (You must have **Latent Casting Focus II**) Starting at 3rd level, while wielded by you, your Latent Casting Focus ***Dagger*** gains the Returning Keyword and either the Lethal or Deadly weapon property. Your Latent Casting Focus ***Dagger*** gains the Ranged (30/60) weapon property and the Finesse weapon property. | | **Latent Witch's Path** | 1 | (You must have **Latent Casting Focus** You begin to follow the ancient traditions of the Dasomia Coven as best you can. If you picked the ***Dagger*** as your Latent Casting Focus, you gain access to the Path of the Blood Moon. If you picked the ***Staff*** as your Latent Casting Focus, you gain access to the Path of the Blue Moon. | | **Latent Blood of the Coven** | 4 | (You must have **D-Rank Hijutsu**) Beginning at 7th level, you can use Charisma as your Ninjutsu and Genjutsu ability modifier for Dasomia Hijutsu you cast. | | **Latent Natural Magick** | 2 | Starting at 7th level, you gain some insight into the weave of Magick. You gain a number of Magick die equal to half your proficiency bonus (rounded down), regaining any spent die on a long rest.| | **Latent Natural Magick II** | 3 | (You must have **Latent Natural Magick I**) Beginning at 11th level, you instead gain a number of magick die equal to your full proficiency bonus per long rest.| | **Latent Natural Magick III** | 3 | (You must have **Latent Natural Magick II**) Starting at 15th level, you gain an addition number of Magick die equal to half your Charisma ability modifier (rounded down) and regain all spent die on a rest.| | **Latent Teachings** | 5 | (You must have **Latent Casting Focus** and **Latent Natural Magick**) Starting at 15th level, you add half your Charisma ability modifier (rounded down) to Casting Focus damage and Magick die results. | | **D-Rank Hijutsu** | 2 | (You must have **Latent Witch's Path**) You gain the ability to learn D-Rank Dasomia Clan Hijutsu. | | **C-Rank Hijutsu** | 2 | (You must have **D-Rank Hijutsu**) You gain the ability to learn C-Rank Dasomia Clan Hijutsu. | | **B-Rank Hijutsu** | 3 | (You must have **C-Rank Hijutsu**) You gain the ability to learn B-Rank Dasomia Clan Hijutsu. | | **A-Rank Hijutsu** | 3 | (You must have **B-Rank Hijutsu**) You gain the ability to learn A-Rank Dasomia Clan Hijutsu. | | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Dasomia Clan as a Prerequisite. |
\page ## [Gansuringa Clan](https://drive.google.com/file/d/1pJKBscP-A1ZMPV7ajMveyAQMnFJ7LVwu/view) ***Creator:*** *StrangerKun*
*A lone stranger sits beside the corpse of dead Jonin, smoking the very last of his pipeweed. “It's a hell of a thing, killing a man. You take away all he's got and all he'll ever have.” The desert wind weeps through them both, blowing their hair and clothes in every which direction at once. Like dust in the wind. "I just wish it didn't have to be you. That it didn't have to come to this." He closes his eyes for an endless moment, listening to only the wind. The poison in his system would soon kill him. Yet, he could not stay. "But ain't nothing fair in this world, so until we meet again... old friend."*
*—Yamato Sumitada* *The Endless War, Ch. 25 excerpt*
### Way of the Drifter Closer to a handful of nomadic caravans groups and small, isolated enclaves than a true Clan, those of the Gansuringa people are few, keeping their ways and knowledge to themselves, and passing them on only to their family or those deemed worthy enough of their secrets or weapons. The Gansuringa share few things in common save being drifters or the children of drifters. But rather they live their life as eccentric inventors, wandering mercenaries or quick witted highwaymen, one thing about those individuals is certain: Where they go, infamy is sure to follow. #### Gansuringa Traits **Ability Score Increase:** +2 Con, +1 Wis or +1 Cha
**Speed:** Your base walking speed is 35 feet
**Skill Proficiency:** Crafting, Perception
**Tool Proficiency:** Weaponsmith Kit
**Weapon Proficiency:** Crossbow, Hand, and Crossbow, Heavy #### Gansuringa Traits     **Gansuringa Clan Jutsu:** The Gansuringā 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). **Lever-Action Insight:** You replace the Loading property of all Crossbows with the Loading (6) property, and treat all Crossbows as any weapon with the Ranged or Thrown property for the purposes of interacting and qualifying for Jutsu prerequisites and interactions. Additionally, you may use Dexterity when calculating the Attack, Damage, and Save DC of your Gansuringa Clan Hijutsu. **Black Powder Revolver:** At 1st level, your eyes have been opened to the greater mysteries of black powder; a seemingly simple alchemical compound that can create devastating explosives before even being combined with Chakra or Fuinjutsu. You learn how to replace the Ammunition weapon property of a Crossbow, Hand weapons with the Black Powder Ammunition weapon property, spending 5 Weaponsmith Kit charges over the course of a Long Rest. Weapons with Black Powder Ammunition property can not score critical hits, increase their base range to 60/240, and add your proficiency bonus to damage. After each shot, a thunderous bang can be heard up to 300 feet away - the telltale crackle and boom of gunfire. ``` ```


**Grit:** At 3rd level, you start to
make your mark upon the world with
daring deeds, tenacity, and just a whole
lot of luck. You gain a new resource
called Grit die, which are treated
as d4's for Crossbows with the
Ammunition property and d8's for
Crossbows with the Black Powder
Ammunition property. You have a
number of Grit die equal to your
Proficiency Bonus. You can spend
Grit die on the following effects once per turn and
regain any spent Grit die on a long rest. - **Death's Shot:** When you deal damage with a weapon or Bukijutsu using a Crossbow and have a Ammunition or Black Powder Ammunition die of 1, you can spend up to 3 Grit die, adding three times the result to the damage roll. - **Lightning Reload:** When the Loading (6) property would reach 0 and force you to reload, you can spend 1 Grit die to reload without spending an Action or Bonus Action. - **Steady Aim:** When you would target a creature within the maximum range of your Crossbow, you can spend 1 Grit die, adding ten times the result to your maximum range and ignoring any penalties granted by attacking from close or long range until the end of your turn. - **Fan The Hammer:** When you take the Attack Action using a Crossbow, you may spend 2 Grit die to make 6 weapon attacks instead, adding both Grit die dice to the damage and automatically dealing minimal damage with all attacks. When you reach 15th level, you may use 2 of these effects per turn and gain an additional amount of Grit die equal to Charisma or Wisdom ability modifier (you choose). **Big Iron:** Beginning at 7th level, you've mastered the much less refined and often dangerous firearms proliferating in the world outside your clan. You gain proficiency with all Exotic Ranged Weapons that possess the Volatile weapon property. Improving their design, you replace the Loading property of each weapon with the Loading (6) property. Additionally, you treat all weapons with the Volatile property as Crossbows with the Black Powder Ammunition property for the purpose of interacting with the ***Grit*** feature. Finally, you also gain the following ways to spend Grit die: - **Quick Clear:** When the d20 result on a weapon attack roll would equal to or less than the Volatile rank of a weapon you are wielding, you may spend up to 3 Grit die to reduce the damage taken from the Volatile property by two times the result. - **Gun Twirling:** When you make an attack roll using a weapon with the Volatile property, you may spend up to 3 Grit die, increasing both the Critical Threat range and ranks of Volatile of your weapon by half the result. \page   **Maveric:** Beginning at 11th level, you increase the weapon damage dice of Crossbows and Exotic Ranged Weapons that possess the Volatile weapon property by +1. This extra damage does not count towards increasing the ranks of Volatile a weapon gains from the Volatile property. Additionally, you also regain 1 Grit die whenever you roll a natural 19 or 20 on any attack roll made using a weapon with the Black Powder Ammunition or Volatile property. **True Grit:** At 18th level, are either the toughest son of a gun to have ever walked the planet or Lady Luck's favorite. You reduce the damage taken from triggering the Volatile property by half and, when you would fail your final death saving throw or be killed outright, you can instead choose not to die, once per rest. When you do, you clear all conditions and negative effects. You are set to 1 HP at the start of your next turn, gain the benefits of the Dash and Disengage Actions, and reveal how the rumors of your demise were grossly exaggerated.







### Black Powder Ammunition dice In a firefight, where each individual bullet matters and one last shot before a reload could mean the difference between life and death, there is no room for uncertainty. You take a D12- this is your Black Powder Ammunition die. You do
not roll Black Powder Ammunition Dice. Instead, you
reduce its value by one step whenever you use an
attack or a Jutsu with a weapon that has the Black
Powder Ammunition trait. If you’re down to 1 piece
of ammunition and you use it, that’s it. Remove it from
your inventory.

> #####       Black Powder Ammunition >                D12 > D10 > D8 > D6 > D4 > 1
#### Replenishing Black Powder Ammunition Finally, each stack of Black Powder Ammunition has a bulk of 1 and can only be crafted using 1 charge of the Weaponsmith Kit over the course of a rest. \page ## Gansuringa Clan Jutsu ### D-Rank #### Black Powder: Grenade **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet (15 Foot radius Sphere)
**Duration:** Instant
**Components:** W (Crossbow), M
**Cost:** 5 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** You toss a bundle of Black Powder high in the air, mixed with various sharp edges of metal, before shooting it out of the sky mid fall. Target creatures in range makes a Dexterity saving throw, taking your [Weapon Damage] + 3d6 Fire damage and one rank of the Burned condition on a failed save or half as much on a success save. Flammable objects caught in the radius ignites if it isn’t being held or carried. You spend a full stack of Black Powder Ammunition, as part of using this Jutsu. **At Higher Ranks:** For each rank, you cast this Jutsu above D-Rank, increase the cost of this Jutsu by 3 and your damage by 2d6 and radius by 5ft. #### Fragmentation Shot **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (15-foot cone)
**Duration:** Instant
**Components:** W (Crossbow), M
**Cost:** 5 Chakra
**Keywords:** Bukijutsu, Hijutsu, Clash
**Description:** You load a special shot that will immediately explode into a wave of shrapnel upon being fired, showering all those before you in a mix of burning black powder residue and metal sharpnel. Creatures in a 15-foot cone in front of you must make a Dexterity saving throw. On a failed save you deal your [Weapon Damage] + 2d10 on a failed save or half as much on a successful one. Creatures
who are within 10 feet of you when
you cast this jutsu make their
save at disadvantage. **At Higher Ranks:** For each
rank you cast this jutsu above
D-Rank, increase the cost of this
jutsu by 3, range of this jutsu by 5
feet, and the damage by 2d10. ``` ``` #### Gansuringa's Initiative **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when initiative is rolled
**Range:** Weapon Range
**Duration:** Instant
**Components:** W (Crossbow), M
**Cost:** 3 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** When the chips are down, lives are on the line, and all bets are off, the records will always show that you shot first. You may make a single ranged Taijutsu attack roll. On you, you deal your [Weapon Damage] + 4d4. Regardless of whether you score a hit or not, you gain a bonus to initiative equal to 1d4.
**At Higher Ranks:** For each rank you cast this jutsu above D-Rank increases the cost of this jutsu by 3 and your initiative bonus and damage by 1d4. #### Gansuringa's Luck **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you can take when you are targeted by an attack or would take damage
**Range:** Self
**Duration:** Instant
**Components:** M
**Cost:** 4 Chakra
**Keywords:** Taijutsu, Hijutsu
**Description:** Those of the Gansuringa clan often find that when it comes to their survival, luck often seems to follow the wake of skill. Until the start of your next turn, you gain a +3 bonus to your AC, and when you would be subjected to damage for the first time while benefiting from this Jutsu, you gain 10 Temporary Hitpoints until the end of the current turn and may move up to 10 feet in a direction of your choice, without provoking an attack of opportunity. **At Higher Ranks:** For each rank, you cast this Jutsu above D-Rank, increase the cost of this Jutsu by 3 and your                                Temporary hitpoints granted by 10. \page ### C-Rank #### Black Powder: Sucker Punch **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** 5 feet
**Duration:** Instant
**Components:** M
**Cost:** 8 Chakra
**Keywords:** Taijutsu, Hijutsu
**Description:** You fight dirty, throwing black powder into your opponent's eyes before striking them with an underhanded or unexpected blow. Make one melee Taijutsu attack. On hit you deal your [Unarmed Damage] + 3d10. Regardless of whether you score a hit or not, ranged attacks made against a creature within 5 feet no longer impose disadvantage until the end of your turn, and the next time the creature would take Fire damage or damage from a Crossbow with the Black Powder Ammunition weapon property, they must make a Constitution Saving Throw. On Failure, they become Blinded until the end of their next turn and gain 2 ranks of the Burned Condition. On success, they instead gain 1 rank of the Burned condition. You spend a full stack of Black Powder Ammunition, as part of using this Jutsu. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and your damage by 1d10. #### Covering Fire **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, which you take when you see a creature be targeted by an attack or take damage in range.
**Range:** Weapon Range
**Duration:** Instant
**Components:** W (Crossbow), M
**Cost:** 6 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** Seeing another in danger, you still shoot first, creating a wall of covering fire that leaves an opponent only two options: back off or die. When you see another creature within range take damage, you can fire your weapon wildly, reducing your Ammunition or Black Powder Ammunition die by 2 steps. When you do, the creature that dealt damage to your target must either reduce the damage dealt by your [Weapon Damage] + 2d6 or automatically take an amount of Piercing damage equal to your [Weapon Damage] + 2d6. After using this Jutsu, you gain another Reaction that can only be used to cast the Covering Fire Jutsu. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank increases the cost of this jutsu by 3 and add 1d6 to your weapon's damage. ``` ``` #### Gansuringa's Mantle **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** Special
**Range:** Self
**Duration:** 1 Round
**Components:** CM
**Cost:** *Special (7 Chakra)*
**Keywords:** Ninjutsu, Hijutsu
**Description:** There is that certain something that all legendary Gansuringas seem to have - a presence in this world that can't be explained, and is understood by only those around them. You can activate this jutsu at the start of your turn. Until the beginning of your next turn you gain a +1d4 bonus to your attack rolls, damage rolls, saving throws, ability checks, and skill checks. Furthermore, all creatures must roll 1d20 when they declare an attack targeting you. On a roll of 16 or higher, the attack is diverted through what seems like a whimsy of fate or sheer dumb, blind luck alone. ### B-Rank #### Lead Storm **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (30 foot radius)
**Duration:** Instant round
**Components:** W (Crossbow), M
**Cost:** 12 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** **(This Jutsu cannot score a critical hit).** Drawing your weapon you become a blur of circular motion, sending a devastating amount of lead or iron
in all directions with inhuman speed and precision.
Make three ranged Taijutsu attacks, comparing
the result against the AC of all creatures
of your choice within 30
feet of you. On hit
you deal your
[Weapon Damage]
+ 2d6 and the target
gains 1 rank of the
Bleeding condition. **At Higher Ranks:** For
each rank you cast this
jutsu above B-Rank,
increase the cost of
this jutsu by
3 and the damage
by 1d6. \page #### Gansuringa's Challenge **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** 1 Minute
**Components:** CM
**Cost:** 14 Chakra
**Keywords:** Genjutsu, Auditory, Hijutsu
**Description:** You call out to a creature, deciding to settle things once in for all in a duel to the death - be it theirs or yours. Select one creature you can see within range, forcing them to make a Charisma saving throw. During Dusk, while the sun is setting and the sky is painted in reds, yellows, and oranges they instead make their save at disadvantage.

**Critical Success:** The affected creature suffers disadvantage to all attack rolls made to creatures other than you until the end of their next turn. **Success:** The affected creature suffers disadvantage to
all attack rolls made to creatures other than you. **Failure:** The affected creature becomes drawn to
you, becoming unable to target any other creature
other than you for the duration. **Critical Failure:** The affected creature becomes
drawn to you, becoming unable to target any other
creature other than you for the duration. Once per
turn, whenever you use a reaction against the
affected creature, you gain another.

**At Higher Ranks:** For each rank you cast this
Jutsu above B-Rank, increase the cost of this
Jutsu by 3. If cast at S-Rank, you may spend an
additional 14 chakra to cast It's High Noon as a
Reaction, targeting only creatures that have Failed
or Critically Failed their save against this Jutsu. ### A-Rank #### It's High Noon **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Full Turn Action
**Range:** Weapon Range
**Duration:** Concentration, 1 round
**Components:** W (Crossbow), M
**Cost:** 20 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** **(This Jutsu cannot score a critical hit).** You pause and enter a state of absulute
serenity and determination, remembering
the face of your father. For the Duration of
this jutsu, you do not spend Chakra to maintain
this jutsu. Mark up to five creatures within
weapon range, reducing your ammunition dice
by 1 step for each one. At the start of your next turn,
make a single ranged taijutsu attack against each
creature at advantage, regardless of range. On a hit
they take your [Weapons Damage] + 12d12. If you mark
and hit only a single creature, they take double damage.
\page ## Gansuringa Clan Feats ### I Aim With My Eye **Category:** Clan
**Prerequisite:** Gansuringa Clan, Level 4+
Those of the Gansuringa Clan always find that there is no armor or hide they can not pierce, with steady hand, enough grit, and the right equipment. You gain the following Benefits; - You ignore resistance to Piercing damage. - Hand Crossbows that have the Ammunition weapon property also count as a simple 1d6 bludgeoning melee weapon with the finesse property. Heavy Crossbows that have the Ammunition weapon property also count as a simple 1d10 bludgeoning melee weapon. - Damage rolls made with a Crossbow with the Black Powder Ammunition weapon property ignore an amount of Damage Reduction equal to half your level. - When you roll damage with a Crossbow you can reroll all 1’s. ### I Shoot With My Mind **Category:** Clan
**Prerequisite:** Gansuringa Clan, Level 8+
There is always something about them - those strangers who wander into town shrouded in mystery. Dangerous Alluring. *Untouchable.* You gain the following benefits;
- You gain proficiency in one saving throw of your choice. - Your Grit die increases in size by 1 Step. (D4>D6>D8>D10>D12) - When making a Wisdom or Charisma skill check, you may add your Grit die to the result, as if wielding a Crossbow with the Ammunition property. - When you make a Dexterity, Constitution, Charisma, or Wisdom saving throw, you may spend 1 Grit die as if wielding a Crossbow with Ammunition property
and add half the result (rounded up) to your
roll.










> ##### Gansuringa Extra Content > On the main [Gansuringa Document](https://homebrewery.naturalcrit.com/share/z1qJ7-H3NJky), Strangerkun has made additional content for the Gansuringa Clan. ``` ``` ### I Kill With My Heart **Category:** Clan
**Prerequisite:** Gansuringa Clan, Level 8+
With enough practice and near death experiences, you've become one of the first to grasp black powder's true potential and push its use in combat into a lethal art or science. You gain the following Benefits; - Your Grit die increases in size by 1 Step. (D4>D6>D8>D10>D12) - You add your Wisdom or Charisma Ability Modifier (you choose) to Crossbow damage rolls, twice per turn. - You learn how to replace the Ammunition and Heavy properties from your Crossbow, Heavy weapons with the Black Powder Ammunition property, spending 10 Weaponsmith Kit charges over the course of a long rest. When you do, you increase its base range to 200/800. - When using a Crossbow, Hand with the Black Powder Ammunition property, you instead increase its base range to 120/480 and now always score a Critical Hit on a Natural 20, regardless of any Features or Jutsu that say otherwise. \page
##### Latent Gansuringa |Bloodline Ability Name| Points Cost | Ability Description | |:- |:-:|:--------------------------| | **Latent Black Powder Ammunution** | 0 | You learn how to craft Black Powder Ammunition stacks using 2 charges of the Weaponsmith Kit over the course of a long rest. | | **Latent Lever-Action Insight** | 2 | You treat all Crossbows as any weapon with the Ranged or Thrown weapon property to interact and qualify for Jutsu Prerequisites and interactions. Additionally, you replace the Loading weapon property with the Loading (6) weapon property. | | **Latent Black Powder Revolver** | 3 | (You must have **Latent Black Powder Ammunution**) You learn how to replace the Ammunition weapon property from your Crossbow, Hand weapons with the Black Powder Ammunition weapon property, as with the Black Powder Revolver trait. | | **Latent Grit I** | 2 | Starting at 3rd level, you gain the ability to use Grit Die, these die are a d4 and you have 2 of them per long rest. | | **Latent Grit II** | 3 | (You must have **Latent Grit I**) You gain an additional Grit die at 7th level, 11th level, and 15th level. Starting at 15th level, you may use 2 effects a turn. | | **Latent Big Iron I** | 2 | Starting at 7th level, gain profiency with three of the following weapons: Matchlock Pistol, Matchlock Rifle, Hiya Taihou, Ballistic Kunai Gun, and Ballistic Shuriken Rifle (You choose).| | **Latent Big Iron II** | 3 | (You must have **Latent Big Iron I**) Starting at 7th level, you replace the Loading property of each weapon you picked via ***Latent Big Iron I*** with the Loading (6) property.| | **Latent Big Iron III** | 2 | (You must have **Latent Big Iron II** and **Latent Grit I**) Starting at 7th level, you you gain access to ***Quick Clear*** and ***Gun Twirling*** and treat your Grit die as two steps higher when using either.| | **Latent Maveric I** | 3 | Starting at 11th level, damage you deal with a crossbow, deals 1d4 additional damage| | **Latent Maveric II** | 5 | (You must have **Latent Maveric I**) Starting at 11th level, damage you deal with a crossbow, deals 1d8 additional damage| | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Gansuringa Clan Hijutsu. | | **C-Rank Hijutsu** | 2 | (You must have **D-Rank Hijutsu**) You gain the ability to learn C-Rank Gansuringa Clan Hijutsu. | | **B-Rank Hijutsu** | 3 | (You must have **C-Rank Hijutsu**) You gain the ability to learn B-Rank Gansuringa Clan Hijutsu. | | **A-Rank Hijutsu** | 3 | (You must have **B-Rank Hijutsu**) You gain the ability to learn A-Rank Gansuringa Clan Hijutsu. | | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Gansuringa Clan as a Prerequisite. |
\page ## [Hakaiton Clan](https://drive.google.com/file/d/1Fm1Tfe1bzip4HNLqGArf8DA8CwgWCOu7/view) ***Creator:*** *Galen* *A young man stands across the forest clearing from Inara, silently staring at her. "You can glare all you want, you can't intimidate me," Inara tells the man. He laughs, shrugging off his cloak. "It's not about intimidation, girl. It's about sizing up the opponent. You cannot defeat me," the man says, flexing his muscles.* *"Oh, I don't need to stare to know you have nothing that can touch me." Inara cracks her knuckles, and dark red tendrils leap from her body, touching the ground around her and leaving foot-deep craters in their wake. Extending a hand, a blast of dark red energy fires out, just barely grazing the man's arm, then leaping to a nearby tree branch, destroying both his arm and the tree branch.*
~ Sarasu Ryu The World at War, Ch. 9 excerpt
### Destructive Power The Hakaiton is not a true clan with any particular family name, nor any particular land that it originated. However, a number of talented shinobi claim to have manifested this advanced nature release. The users of this advanced nature release have an extreme affinity for both fire and lightning release, combining them into a force of pure destruction, seemingly erasing weaker forces. This advanced nature release is lesser known than others, but their power cannot be denied. #### Hakaiton Traits ___ - **Ability Score Increase:** +2 Con, +1 Int - **Speed:** Your base walking speed is 30 feet. - **Skill Proficiencies:** Chakra Control, Insight - **Destruction Release Affinity:** You begin with either Fire or Lightning Release Affinity. #### Hakaiton Features   **Destruction Techniques:** The Hakaiton 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). They do not need both nature releases to use their clan jutsu. **Disintegrating Aura:** Beginning at 1st level,
while you are concentrating on a jutsu with the Fire or Lightning release keywords, Hakaiton Hijutsu you cast may have their range increased by 10 feet, or area of effect increased by 5 feet. Beginning at 11th level, this increase
to range becomes 20 feet and 10 feet respectively.
Beginning at 18th level, this increase to range
becomes 30 feet and 15 feet respectively. **Chain of Destruction:** Beginning at 3rd
level, you gain some small control over the
destruction caused by your fire and lightning.
You gain a number of Chain Dice, which are d6s,
equal to your proficiency bonus. When you cast a jutsu that deals damage and has the Fire or Lightning Release keyword, you can spend any number of Chain Die, adding the result to the damage roll. If the target fails the saving throw or is hit by the attack roll of your jutsu, the jutsu's energy jumps to another target within range of the jutsu. The number of additional targets is equal to the amount of Chain Die you spent. Each additional target must make a Dexterity saving throw against the DC of whichever jutsu type triggered this effect, taking half the damage of the original jutsu on a failed save. You regain spent Chain Dice when you finish a long rest. Beginning at 11th level, when you deal damage to a creature using this feature, they take the full damage that the original target took, instead of half. At 18th level, a creature that succeeds on their Dexterity save against the chained damage takes half as much damage, and a creature that fails the save suffers the same effects from the jutsu as if they were one of the original targets. **Destruction Release:** The Hakaiton have a unique talent for manifesting Destruction Release, due to their close affinity to both Fire and Lightning Release. Beginning at 7th level, you gain the second nature release you didn't select from Destruction Release Affinity. Also, at 7th level, when you would cast a jutsu with either Fire or Lightning Release keywords that would deal fire or lightning damage, you can change the damage type to necrotic, dealing additional damage equal to the jutsu's rank, **(D-Rank=2, C-Rank=3, B Rank=4, A-Rank=5, S- Rank=6)**, once per casting. Any object within a 5-foot radius of the jutsu's affected area, of a rank less than the rank of the jutsu used, and not being worn or carried disintegrates. At 15th level, whenever you use your Chain Die and change the damage type to necrotic, the creature's maximum hit     points are reduced by an amount equal to the      damage dealt. If this reduces a creature's hit       points to 0, they disintegrate, dissolving into        nothing.          **Pure Destruction:** At 11th level, your         destructive chakra permeates basic         defenses. When you would deal necrotic          damage, you ignore any temporary hit         points the target has. Beginning at 18th         level, whenever you deal damage using         your Hakaiton Hijutsu, you ignore          resistance and treat immunity as           resistance. \page ### D-Rank #### Destruction Release: Destructive Aura **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self (15-foot radius)
**Duration:** Concentration, up to 1 minute
**Components:** CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release, Lightning Release
**Description:** You shape your destructive chakra into an aura of devastation. Each creature other than you that starts its turn within the aura or enters it for the first time on their turn must succeed on a Constitution saving throw or take 1d12 + your Ninjutsu modifier in fire or lightning damage. Additionally, on a failed saving throw, the next time a creature must make a saving throw against a Fire or Lightning Release jutsu you cast, they reduce their saving throw by half your Ninjutsu modifier (minimum of 1). **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the damage by 1d12, and the saving throw reduction by 1. #### Destruction Release: Destructive Bolt **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 120 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 3 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release, Lightning Release
**Description:** You hurl an undulating, crackling mass of destructive chakra at one creature in range. Make a ranged ninjutsu attack against the target. On a hit, the target takes 3d8 + your Ninjutsu modifier in damage. Choose one of the d8s. The number it rolled determines the type of damage: 1-3 is fire, 4-6 is lightning, 7-8 is necrotic. If you roll the same number on two d8s, the destructive chakra leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the destructive chakra to leap again. A creature can be targeted only once by this mass of destructive energy. If you score a critical hit with this jutsu, you do not double all the damage dice; instead, you triple your Ninjutsu modifier when making the damage roll. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage by 1d6. ``` ``` #### Destruction Release: Destructive Fist **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Special
**Duration:** Instant
**Components:** CM, M
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release, Lightning Release
**Description:** You coat your fists and feet in destructive chakra and lash out with powerful strikes. Make two ranged taijutsu attacks against creatures within 15 feet of you. On a hit, the target takes 2d8 + your Taijutsu modifier fire or lightning damage. Alternatively, you can make two melee taijutsu attacks against a creature within 5 feet of you. On a hit, the target takes your unarmed damage + 1d8 fire or lightning damage. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the number of attacks you make by one. #### Destruction Release: Destructive Reflection **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when you would take damage.
**Range:** Self
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release, Lightning Release
**Description:** Just before taking damage, you blast the effect with your destructive chakra. Reduce the triggering damage by 2d10 + your Ninjutsu modifier. If you reduce the damage to 0, the creature that triggered this jutsu has their AC reduced by 1 until the next attack hits them. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the damage reduction by 2d10. At B-Rank, the AC reduction is increased by 1. At S-Rank, the AC reduction is increased by 1. \page ### C-Rank #### Destruction Release: Blast of Destruction **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot line)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release, Lightning Release, Clash
**Description:** A line of pure destruction 60 feet long and 10 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 fire or lightning damage and is Dazed on a failed save, or half as much damage and no other effects on a success. The destructive energy disintegrates Tiny objects in the area that aren't being worn or carried. **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 2d6. #### Destruction Release: Destructive Tendrils **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release, Lightning Release
**Description:** Dense tendrils of destructive chakra wreathe your body until the jutsu ends, causing you to become heavily obscured to others. The chakra turns dim light within 10 feet of you into darkness, and bright light in the same area to dim light, though you ignore this effect. Until the jutsu ends, you have resistance to necrotic damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the tendrils lash out at that creature, dealing 2d8 fire or lightning damage to it. You decide which type of damage each time this effect happens. ``` ``` #### Destruction Release: Weapon of Destruction **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
**Components:** CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release, Lightning Release
**Description:** You evoke a weapon of pure destructive chakra in your hand. While concentrating on this jutsu, you do not need to expend chakra each round to maintain it. The weapon takes the form of any weapon with which you are proficient, and it lasts for the duration. The form of the weapon is purely cosmetic, as it only ever has a 5-foot reach, has no traits from the weapon, and doesn't count as that weapon for any features that key off of that weapon type's use. If you let go of the weapon, it disappears, but you can evoke the weapon again as a bonus action. You can use your Intelligence or Constitution modifier for attack and damage rolls with this weapon, and it deals 4d6 + the chosen modifier in fire or lightning damage. You choose which type of damage each time you cast this jutsu. The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. **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 1d6. #### Destruction Release: Chakra Infusion **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release, Lightning Release
**Description:** Fire and lightning chakra arc across your body, shedding dim light in a 15-foot radius for the jutsu's duration. The chakra does not harm you. Until the jutsu ends, you gain the following benefits: - You are resistant to fire and lightning damage. - Your walking speed is doubled. - Any creature that moves within 5 feet of you for the first time on a turn or ends their turn there takes 1d10 fire or lightning damage. You choose which type of damage each time this effect happens. - You can use your action to create a line of fire or lightning 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 damage of the appropriate type on a failed save, or half as much damage on a successful one. A creature that fails this save is also weakened until the start of your next turn. \page #### Destruction Release: Tower of Destruction **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 150 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release, Lightning Release
**Description:** A 15-foot radius, 60-foot-high column of destructive energy rises from a point you choose within range. Each creature within that area must make a Dexterity saving throw, taking 6d10 fire or lightning damage on a failed save, or half as much damage on a successful one. At the end of your turn, the pillar dissipates. As an action on each of your subsequent turns for the duration of the jutsu, you can raise another pillar at another point within range. You can choose which damage type a pillar deals when you summon it. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and the damage by 2d10. ### A-Rank #### Destruction Release: Disintegrate **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 20 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release, Lightning Release
**Description:** A thin ray of destructive chakra springs from your pointing finger to a target that you can see within range. The target can be a creature or an object. A creature targeted by this jutsu must make a Dexterity saving throw. On a failed save, the target takes 14d6 + 40 fire or lightning damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except chakra-enhanced items, are reduced to a pile of fine gray dust. This jutsu automatically disintegrates a Large or smaller non-chakra-enhanced object. If the target is a Huge or larger object or creation of force, this jutsu disintegrates a 10-foot cube portion of it. A chakra-enhanced item is unaffected by this jutsu. \page ## Feats ### Absolute Chain **Category:** Clan
**Prerequisite:** Hakaiton Clan, Level 4+
Your control over your destructive chakra is increased, allowing you to more freely utilize it. You gain the following benefits; - Increase your Intelligence score by 1, to a maximum of 20. - When you roll maximum damage on a Chain Die, you regain one expended Chain Die. - You regain half of any spent Chain Dice when you finish a short rest. ### Disintegrating Jutsu **Category:** Clan
**Prerequisite:** Hakaiton Clan, Level 8+
Your jutsu are more likely to disintegrate, even in their base forms. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, to a maximum of 20. - Jutsu you cast with the Fire or Lightning Release keyword do not need to deal necrotic damage to cause objects to disintegrate. - Necrotic damage you deal does double damage to structures. This can stack with other doubling effects. ``` ``` ### Infernal Surge **Category:** Clan
**Prerequisite:** Hakaiton Clan, Level 8+
Your power is boundless, and it cannot be overcome with sheer will alone. You gain the following benefits; - Your maximum Chain Die increases by +1. - Whenever you would lose concentration on a Hakaiton jutsu, you may expend 2 Chain Die to continue concentrating. - Your Hakaiton Hijutsu have their Save DC increased by 1. ### Total Destruction **Category:** Clan
**Prerequisite:** Hakaiton Clan, Level 12+
The power of your destruction chakra in unrivaled. You are able to disintegrate anything that stands within your path. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, up to a maximum of 20. - Whenever you deal damage with a jutsu with the Fire or Lightning release keyword to a structure or construct, you deal double damage. If you reduce them to 0 hit points, they turn into ash. - Whenever you would inflict the burned or shocked conditions, creatures gain 1 additional rank. - By spending 3 Chain Die when you cast a jutsu with the Fire or Lightning release keyword, if the creature is not resistant or immune to the damage type (or if you ignore it), they become vulnerable for the jutsu's casting. \page ##### Latent Hakaiton
| Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-----|:----:|:-------------| | **Latent Destruction Release I** | 2 | Beginning at 3rd level, when you cast a jutsu with the Fire or Lightning Release keyword, you can increase the damage die by +1. You can do this twice per rest. | | **Latent Destruction Release II** | 4 |*(You must have **Latent Destruction Release I**)* Beginning at 15th level, this bonus to damage increases to +2 die and you can use this feature three times per rest.| | **Latent Destruction Release III** | 4 |*(You must have **Latent Destruction Release I**)* Beginning at 7th level, select one between Fire Release or Lightning Release. When casting a jutsu with the chosen nature release that would deal damage, you can change the damage type to necrotic, dealing additional damage equal to the jutsu's rank, *(D-Rank=2, C-Rank=3, B-Rank=4, A-Rank=5, S- Rank=6)*, once per casting. | **Latent Destruction Release IV** | 2 | Beginning at 15th level, whenever you use your Chain Die and change the damage type to necrotic, the creature's maximum hit points are reduced by an amount equal to the damage dealt. | | **Latent Chain of Destruction I** | 3 | Beginning at 3rd level, you have a number of *Chain Dice*, which are d4s, equal to half your proficiency bonus. When you cast a jutsu that deals damage and has the Fire or Lightning Release keyword, you can spend any number of Chain Die, adding the result to the damage roll. If the target fails the saving throw or is hit by the attack roll of your jutsu, the jutsu's energy jumps to another target within range of the jutsu. The number of additional targets is equal to the amount of Chain Die you spent. Each additional target must make a Dexterity saving throw against the DC of whichever jutsu type triggered this effect, taking half the damage of the original jutsu on a failed save. You regain spent Chain Dice when you finish a long rest. | | **Latent Chain of Destruction II** | 2 | *(You must have **Latent Chain of Destruction I**)* Your maximum Chain Dice are now equal to your proficiency bonus. | | **Latent Chain of Destruction III** | 3 | *(You must have **Latent Chain of Destruction I**)* Beginning at 11th level, when you deal damage to a creature using your Chain Dice latent, they take the full damage that the original target took, instead of half. | **Latent Chain of Destruction IV** | 3 | *(You must have **Latent Chain of Destruction III**)* Beginning at 18th level, a creature that succeeds on their Dexterity save against the chained damage now takes half as much damage. | **Latent Pure Destruction** | 2 | Beginning at 11th level, when you would deal necrotic damage, you ignore any temporary hit points the target has.| |**D-Rank Hijutsu**| 2 | You gain the ability to learn D-Rank Hakaiton Clan Hijutsu.| |**C-Rank Hijutsu**| 2 |*(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Hakaiton Clan Hijutsu.| |**B-Rank Hijutsu**| 3 | *(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Hakaiton Clan Hijutsu.| |**A-Rank Hijutsu**| 3 | *(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Hakaiton Clan Hijutsu. |**Clan Feats**| 5 |You gain the ability to learn Clan Feats, with Hakaiton Clan as a Prerequisite.
\page ## [Hutetsuu Clan](https://homebrewery.naturalcrit.com/share/t2triyfRXsCP) ***Creator:*** *Scrub*
*A kunoichi blocks the path forward, but this doesn't hault the group of mist shinobi for long -- they outnumber her three-to-one, after all. As they move to flank, snickering remarks all the while, the kunoichi, simply glares intensely at these trespasser to her land. The kunoichi's eyes then burst into red fury, trailing flames upward like a devil's horns, igniting red scars into her flesh. She winces from the activation of her bloodline trait, but the pain subsides following a jolting wave of laughter brought forth from a spike of adrenaline. She cackles, "I haven't felt a thrill such as this in too long!"*
~ Makuzoyashi Haruno The Miracle Bindings, Ch. 13, excerpt.
### Fire in the Eyes The Hutetsuu hail from the small country of the Land of Hot Water. Hutetsuu tend to live recluse from other clan and village members due to the result of their clan's bloodline ability and affinity toward fire release, the latter which plagues them with rampant mood swings. These spikes of emotion are made more potent by the activation of their dōjutsu, the *Kyūtaigan*, also known as the Burning Wheel. Once activated, a Hutetsuu's eyes burn with fierce intensity. #### Hutetsuu Traits ___ - **Ability Score Increase:** +2 Con, +1 Int or Cha - **Speed:** Your base walking speed is 30 feet. - **Skill Proficiencies:** Intimidation, Perception - **Passive Affinity:** You begin with Fire Release Affinity. - **Fire Literacy:** Your Ninjutsu ability score is counted as being +2 higher, for the purpose of casting jutsu of B-Rank or higher with the Fire Release Keyword through any ability score restrictions (SHB, pg.104). #### Hutetsuu Features  **Hutetsuu Techniques:** The Hutetsuu Clan have access to a separate list of jutsu unique to themselves. You can add
these jutsu to your jutsu list instead of selecting jutsu from the normal jutsu list. **Self Immolation:** Beginning at 1st level, you've learned to use your body's own lifeforce as a source of fuel for your techniques. You may use hit points instead of chakra points to cast jutsu with the Fire Release keyword. If you cast a jutsu using hit points this way you reduce your current hit points equal to the cost of the jutsu. The hit point reduction caused by this feature cannot be ignored in any way. You cannot cast a jutsu that restores hit points to yourself, and you cannot regain the hit points lost by this effect until you take a rest. You can use this feature a number of times equal to your proficiency bonus per long rest. Starting at 3rd level, when you use this feature to cast a jutsu that deals damage, it deals an additional amount of fire damage equal to your proficiency bonus. Reaching 11th level, when you use this feature to cast a jutsu, reduce the damage you receive by an amount equal to the rank of the jutsu cast: (D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S Rank: -5.) At 18th level, creatures reduced to 0 hit points by jutsu cast with this feature are also reduced to ash, and explode in a 5 foot radius dealing **X**d4 fire damage, where X is half its level. **Incinerating Frenzy:** Beginning at 1st level, while below your maximum hit points at the start of your turn, you may choose to enter a ***Frenzy*** for 1 minute. You are treated as gaining the Berserk condition, though you remain in control of your actions. This feature takes up a concentration slot as if concentrating on a jutsu, but you cannot lose concentration of it as the result of failing a concentration check. You may end your Frenzy as a bonus action on your turn, and may Frenzy once per rest. While in your ***Frenzy***, you gain advantage on the first Strength or Constitution check or saving throw you make per round, gain a number of temporary hit points equal to your proficiency bonus at the start of each of your turns, and creatures that damage you while within 5 feet of you take fire damage equal to your Constitution modifier, once per turn. At 7th level, while in your ***Frenzy*** you are immune to the Charmed and Frightened conditions, and gain an additional reaction per round which can only be taken to take an attack of opportunity. With this reaction, you may cast a Hutetsuu Hijutsu of C-Rank or lower that deals fire damage. **Kyūtaigan:** The Kyūtaigan is an eye of immolation and precise destruction. Starting at 3rd level, you can spend 5 Chakra to activate the Kyūtaigan as a bonus action, as your eyes burst into devilish flames. The Kyūtaigan remains active for up to 10 minutes, and you may deactivate and reactivate the Kyūtaigan during this time with no additional cost. While active the Kyūtaigan gains the following benefits: - ***Thermal Sight:*** You have thermal sight
to a range of 60 feet. With this sight you
can see through any fire without it
obscuring your vision. Creatures and
objects that produce any amount of
heat are outlined in varying colors with
brighter meaning they are warmer and
dimmer meaning they are cooler in heat.
Creatures detected in this way cannot gain
the benefit of cover or be hidden from you.
This allows you to detect creatures hidden by steam, smoke, gas or even in chakra-based darkness. Your thermal sight is blocked by 10 feet of water, ice, or snow, and by 10 feet of water-based obstructions. - ***Eyes of the Ever Burning Gaze:*** As a bonus action, or when you activate your Kyūtaigan, you can cause your eyes to shed bright light in a 15-foot radius, and dim light for an additional 15 feet. This can be dismissed as a free action. While this light persists, as a bonus action you can expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet or a minimum of 5 feet. Also, while this light is active, ninjutsu you cast with the fire release keyword no longer require handsigns. Starting at 7th level, you steadily evolve the abilities of the Kyūtaigan. While your Kyūtaigan is active, you have immunity to cold environmental conditions, and creatures within 10 feet of you gain advantage on checks in cold environmental conditions. Ice and rain begin to evaporate as it comes in contact with you creating harmless heated steam. \page  Upon reaching 15th level, while your Kyūtaigan is active, you and creatures within 10 feet of are immune to the chilled condition. Once per turn, when a creature you can see would take fire damage from the Burned condition, it also reduces its hit point maximum by half the fire damage it dealt. **Prismatic Iris:** Also at 3rd level, when you adopt this dōjutsu for the first time, you decide which color the flame of your Kyūtaigan takes. Choose one of the options below. This cannot be changed later. The chosen option grants you benefits for as long as your Kyūtaigan remains active: - ***Azure Flame:*** Your eyes burn a precise blue, streamlining the fire of your visual prowess. When you activate your Kyūtaigan, jutsu you cast with the Fire Release keyword that require a ranged attack roll gain a +1 bonus to hit, once per turn. Ranged Hutetsuu hijutsu you cast increase their range by 30 feet. The longer your Kyūtaigan remains active, you grow cold and calculating.   At 11th level, as a bonus action, when you cast a jutsu   with the Fire Release keyword its range becomes equal   to the range of your *Thermal Sight*. If its range is greater   than this, double the jutsu's range instead. - ***Crimson Flame:*** Your eyes burn a passionate red, heating the fire of your visual prowess. When you activate your Kyūtaigan, jutsu you cast with the Fire Release keyword that deal damage add an additional damage die. When rolling the damage for Hutetsuu hijutsu you cast, reroll all 1's and 2's, taking the second result. The longer your Kyūtaigan remains active, you grow aggressive and vengeful.   At 11th level, as a bonus action, when you deal damage   using a jutsu with the Fire Release keyword, it cannot   have its damage be reduced more than 10 by hostile   effects. Area of effects created by jutsu this way spreads   around corners - ***Gold Flame:*** Your eyes burn a shining gold, inspiring the fire of your visual prowess. When you activate your Kyūtaigan, jutsu you cast with the Fire Release keyword reduce their chakra cost by 1. While you are concentrating on up to one Hutetsuu hijutsu, it does not consume a concentration slot and you have advantage on checks made to maintain its concentration. ``` ```     At 11th level, as a bonus action, you can upcast the     next jutsu you cast with the Fire Release keyword     until the end of the current turn for no additional cost. - ***Ochre Flame:*** Your eyes burn a bright orange, energizing the fire of your visual prowess. When you cast a jutsu with the Fire Release keyword, you double your speed until the end of your turn. When you cast a Hutetsuu hijutsu, you increase your AC by 1 until the start of your next turn. The longer your Kyūtaigan remains active, you grow cocky and reckless.    At 11th level, when you would spend at least 30 feet    of movement on your turn, you can choose to convert    your charged up kinetic energy into a fiery blitz and    teleport up to 30 feet of your remaining movement    speed, as a bonus action. - ***Pale Flame:*** Your eyes burn a radiating white, purifying the fire of your visual prowess. When you activate your Kyūtaigan, jutsu you cast with the Fire Release keyword that deal damage ignores temporary hit points once per turn. When you cast a Hutetsuu hijutsu, reduce the affected target's damage reduction against the jutsu by 3 times the rank of the jutsu: (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5), once per turn.    At 11th level, as a bonus
   action, you can intensify
   your searing gaze to
   remove up to 1 rank of a
   Physical or Elemental
   condition affecting you
   or a creature within you
   Thermal Sight. \page ### D-Rank #### Burnout Glare **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when you would take damage from a ranged attack that you can see
**Range:** Self
**Duration:** Instant
**Components:** CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release
**Description:** As part of the requirements of this jutsu, you must have the ***Kyūtaigan*** clan feature active. You focus your burning sight to destroy the incoming attack, reducing the damage by 4d8+4. If the damage is reduced to 0, you suffer no further effects. If the damage being reduced is cold, you also create a cloud of steam surrounding you in a 20-foot sphere which lasts for 1 minute or until dispersed. ***Self Immolation:*** When you spend the chakra cost using your hit points, the damage reduction die becomes a d12. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and increase the damage reduction by 1d8+1. #### Command Flames **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** *Special*
**Components:** CM
**Cost:** 3 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release
**Description:** As part of the requirements of this jutsu, you must have the ***Kyūtaigan*** clan feature active. With little more than a glance, you can control any visible flame. You choose a non chakra-enhanced flame that you can see within range and that's occupying up to a 5-foot cube. You affect it in up to two of the following ways: - You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. - You instantaneously extinguish the flames within the cube. - You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for the duration of your Kyūtaigan. - You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for the duration of your Kyūtaigan. - You warm up to 5 cubic feet of nonliving material for the duration of your Kyūtaigan. ***Self Immolation:*** When you spend the chakra cost using your hit points, this jutsu can affect chakra-enhanced flames, including lingering flames cast by jutsu. When this jutsu is used to manipulate another creature's jutsu, you must succeed a Chakra Control check against their Save DC. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the cube of fire you can command increases by 5 feet, and increase the number of effects you can trigger by +1. #### Devil Circus **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (15-foot sphere)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release
**Description:** You light the air around you with swirling embers in a 15-foot radius sphere centered on you. This sphere sheds bright light for 15 feet and dim light for an additional 15 feet. Invisible creatures caught in the sphere are illuminated by the embers. Ranged weapon attacks and attack rolls from Water Release jutsu are made at disadvantage if they are cast within the sphere or target a creature inside the sphere, nor can Water Release jutsu benefit from being near a sufficient source of water. For the duration, you can can launch a mote of embers at a point you can see in 60 feet, making a ranged ninjutsu attack as a bonus action, dealing 2d4+2 fire damage on a hit. On a hit or miss, the area hit by the mote glows with 5 feet of bright light and an additional 5 feet of dim light, and benefits from the same effects as the sphere. This light lasts for the duration of the jutsu. ***Self Immolation:*** When you spend the chakra cost using your hit points, hostile creatures with ranks of burned that begin their turn in the sphere take the maximum damage of its burned die. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and increase the ember mote damage by 2d4+2 and the radius of the sphere increases by 5 feet. #### Hellfire Lance **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 120 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release
**Description:** You manipulate fire chakra in your hand as it takes the shape of a lengthy, flaming rod. Make a ranged ninjutsu attack against a target in range. On a hit, you deal 3d8+3 fire damage, and the target gains 1 rank of burned. ***Self Immolation:*** When you spend the chakra cost using your hit points, you can cause the rod to explode on impact, causing all creatures (including the target) in a 5 foot radius to make a Dexterity saving throw, taking half the damage on a failure and becoming slowed until the end of their next turn. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and increase the damage by 1d8+1. When you cast this jutsu at B-Rank or above, you make two ranged ninjutsu attacks instead. \page ### C-Rank #### Devil Rings **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release
**Description:** You create four rings of fiery chakra that swirl around you like wispy ribbons of energy which make your form translucent. For the duration, you have resistance to fire and cold damage. You can move through the space of other creatures and ignore difficult terrain. The first time on your turn you enter the space of another creature, it takes 1d6+1 fire damage. Once per turn, if you roll fire damage, you can maximize one die of the fire damage dealt. When a creature would damage you with a melee attack, it must first succeed a Dexterity saving throw or take 2d6+2 fire damage and gain 1 rank of burned on a failure, or take half that much damage on a success. As an action, you can transform one or more of these rings into a crimson chain, hurling it at a creature nearby to grapple and restrain them. Make a single melee ninjutsu attack against a target within 30 feet, selecting a different target for each ring transformed. On a hit, you deal 2d8+2 fire damage and the target becomes grappled and restrained. A creature can make a strength saving throw to break free of the grapple and restrain at the end of each of its turns. You can transform four rings at once,
dealing 8d8+8 fire damage instead and
the target must succeed a Charisma
saving throw or become burned.
While burned this way it is also
Maddened. ***Self Immolation:*** When you spend
the chakra cost using your hit points,
you can spend two rings as an action
to make two melee ninjutsu attacks
at up to two targets within 60 feet.
On a hit, each ring deals 2d8+2
fire damage and the target is
grappled and restrained in place.
While restrained this way it also
suffers 1 rank of burned. A
creature can make a Strength
saving throw to break free of
the grapple and restrain at the
end of each of its turns. **At Higher Ranks:** For each
rank you cast this jutsu above
D-Rank, increase the cost of
this jutsu by 3, and increase
the damage reduction by 2d8+2.
When you cast this jutsu at B-Rank
or above, you make two ranged
ninjutsu attacks instead. ``` ``` #### Genjutsu: Ignite Anger! **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Genjutsu, Visual, Tactile, Fire Release
**Description:** As part of the requirements of this jutsu, you must have the ***Kyūtaigan*** clan feature active. You lock onto a creature you can see within range. You begin to stir the creature's emotions, causing them to become angered and irrational as their body spikes with adrenaline. The creature must make a Charisma saving throw. Creatures immune to the berserk condition are still affected by this genjutsu The creature can repeat the save at the end of each of its turns, ending the effect on itself with a success. **Success:** The creature takes half the damage of Failure and suffers no additional effects. **Failure:** The creature takes 2d6 psychic damage and 2d6+2 fire damage and becomes berserk for the next minute. **Critical Failure:** The creature takes 3d6 psychic damage and 3d6+3 fire damage and becomes berserk for the next minute. At the beginning of each of its turns it remains berserk, it gains 1 rank of burned if it doesn't already have it. If it has a rank of burned already the creature instead takes fire damage equal to the number of ranks of burned it has. ***Self Immolation:*** When you spend the chakra cost using your hit points, the creature has disadvantage on its saving throw to end the effects on itself. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and increase the number of creatures you can target by +1. #### Hellfire Rebuke **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, which you take when damaged by a creature within 60 feet of you that you can see
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release
**Description:** You shift your fiery rage, and the creature that  damaged you is momentarily surrounded by hellish flames.  The creature must make a Dexterity saving throw, taking   4d10 fire damage and gains one rank of burned on a failed   save, or half as much damage on a successful one.   ***Self Immolation:*** When you spend the chakra cost      using your hit points, you create a 10 foot radius        sphere centered on the creature instead.   **At Higher Ranks:** For each rank you cast this jutsu     above C-Rank, increase the cost of this jutsu by 3, and     increase the damage dealt by 1d10. \page ### B-Rank #### Hellfire Core Blast **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (150-foot line)
**Duration:** Instant
**Components:** HS, CM
**Cost:** *Special* (15 Hit Points, ***Self Immolation***)
**Keywords:** Hijutsu, Ninjutsu
**Description:** A stroke of screaming fire forming a line 150 feet long and 15 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d12+8 fire damage and gains two ranks of burned on a failed save and be knocked back to the end of the line and fall prone, or half as much damage on a successful save and one rank of burned. A creature that failed this save by 5 or more reduces its hit point maximum by half the fire damage dealt, and cannot regain these reduced hit points until it takes a rest or is healed by a medical jutsu of A-Rank or higher. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and increase the damage dealt by 2d12+2. When you cast this jutsu at S-Rank, this jutsu's damage cannot be reduced, and you gain 5 temporary hit points for each creature that failed the save by 5 or more which lasts for 1 minute. #### Devil Claw **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** 1 minute
**Components:** HS, CM
**Cost:** 12 chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release
**Description:** You coat one of your arms with a raging claw of fiery chakra. For the duration, when you make an unarmed attack, one of those attacks deals an additional 2d10 fire damage and has Reach (2) and Deadly (1). Creatures dealt fire damage this way cannot regain hit points until the end of their next turn, unless they're healed by a justu of A-rank of higher with the Medical keyword. For the duration, when you make an attack roll as part of a jutsu you cast with the Fire Release keyword, you can instead make a melee ninjutsu attack with a reach of 15 feet. On a hit, you deal 2d10 fire damage in addition to the jutsu's damage and effects. Fire damage you deal this way deals double damage to objects, constructs, and structures. ***Self Immolation:*** When you spend the chakra cost using your hit points, you coat both arms with fiery chakra. For the duration, when you make an unarmed attack, up to two of those attacks deals an additional 2d10 fire damage and has Reach (2), Deadly (1), and Multiattack. ``` ``` ### A-Rank #### Sundering Stare **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM
**Cost:** 15 chakra
**Keywords:** Hijutsu, Ninjutsu, Fire Release
**Description:** As part of the requirements of this jutsu, you must have the ***Kyūtaigan*** clan feature active. Your gaze burns with searing intensity hot enough to ignite creatures with a glance. When you cast this jutsu, and as an action on each of your turns as long as the jutsu remains active, you can choose a creature you can see within 60 feet of you. It must make a Constitution saving throw. A creature suffering from the burned condition has disadvantage on this save. On a failure, the creature begins to smolder and burn from the inside out, causing the target to shed bright light in a 30-foot radius and dim light for an additional 30 feet, and taking 10d8 fire damage and gaining 1 rank of burned which last for the duration. On a successful save, the creature takes half damage. These flames can’t be extinguished and last for the duration. If damage from this jutsu reduces a target to 0 hit points, the target is turned to ash. Objects, constructs, and structures of your choice in a direct line between you and creature are lit on fire by this jutsu, taking the twice the damage. On consecutive turns, if the same creature is targeted, increase the damage die by 1 step (d6 \page ## Feats ### Hellfire Constitution **Category:** Clan
**Prerequisites:** Hutetsuu Clan
Your vitality proves to be just as powerful a resource to your jutsu as chakra is. You gain the following benefits; - Increase your Constitution score by 1, to a max of 20. - Your hit point maximum cannot be reduced by hostile effects. - You may expend a use of your ***Self Immolation*** clan feature to use hit points as a substitute for chakra to fuel class features. This is done at a rate of 2 hit points = 1 chakra. - Your ***Self Immolation*** clan feature now replenishes its uses after a short or long rest. - When you reduce your hit points to cast a Hutetsuu hijutsu, you gain temporary hit points equal to your Constitution modifier (Min. 1) + the rank of the jutsu cast *(D-Rank: 2, C-Rank: 3, B-Rank: 4, A-Rank: 5, S-Rank: 6)* until the start of your next turn. While you have temporary hit points granted by a Hutetsuu feature you also have resistance to fire damage. While you have these temporary hit points you take on a fiendish appearance, temporarily growing scales, horns, or even a forked tail. ``` ``` ### Dual Prismatic Flame **Category:** Clan
**Prerequisites:** Hutetsuu Clan, level 4+
Through force of personality you've awakened another color flame in the prismatic iris of your Kyūtaigan. You gain the following benefits; - Increase your Intelligence or Wisdom score by 1, to a max of 20. - Choose a secondary flame color from the list in the ***Kyūtaigan*** clan feature. When you activate your Kyūtaigan, you gain the benefits of both colors simultaneously. ### Kyūtaigan Evolution **Category:** Clan
**Prerequisites:** Hutetsuu Clan, level 8+
Your adept skill and practice with the Kyūtaigan have allowed you to maximize your potential. You gain the following benefits; - Increase your Intelligence or Wisdom score by 1, to a max of 20. - When you activate your Kyūtaigan, it now lasts for up to 1 hour. - Your Kyūtaigan's Thermal Sight extends to 120 feet while in combat, and 250 feet while out of combat. - The maximum range of your ***Eyes of the Ever Burning Gaze*** clan feature increases to 60 feet. - As an action, you may spend 10 chakra or 20 hit points to roll a ninshou check against the save DC to end the effect of any chakra-based darkness or illusory genjutsu within range of your light. \page
##### Latent Hutetsuu | Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-----|:----:|:-------------| | **Latent Kyūtaigan I** | 2 | Beginning at 3rd level, you can spend 10 Chakra to activate the Kyūtaigan as a bonus action. The Kyūtaigan remains active for up to 1 minute, and you may deactivate and reactivate the Kyūtaigan during this time with no additional cost. While active, you have 30 feet of thermal sight. With this sight you can see through any fire without it obscuring your vision. Creatures and objects that produce any amount of heat are outlined in varying colors with brighter meaning they are warmer and dimmer meaning they are cooler in heat. Creatures detected in this way cannot gain the benefit of cover or be hidden from you. This allows you to detect creatures hidden by steam, smoke, gas or even in chakra-based darkness. Your thermal sight is blocked by 5 feet of water, ice, or snow, and by 5 feet of water-based obstructions. | | **Latent Kyūtaigan II** | 2 |(You must have ***Latent Kyūtaigan I *** ) Beginning at 7th level, select a color flame option from the **Prismatic Iris** clan feature. You gain its benefits while your Kyūtaigan is active. | | **Latent Kyūtaigan III** | 3 |(You must have ***Latent Kyūtaigan II*** ) Beginning at 7th level, your Kyūtaigan now remains active for 10 minutes. While your Kyūtaigan is active, you have resistance to cold environmental conditions. | | **Latent Kyūtaigan IV** | 3 |(You must have ***Latent Kyūtaigan III*** ) Beginning at 15th level, while your Kyūtaigan is active, you and creatures within 10 feet of are resistant to the chilled condition. | | **Latent Self Immolation I** | 5 | Beginning at 1st level, you may use hit points instead of chakra points to cast jutsu with the Fire Release keyword. If you cast a jutsu using hit points this way you reduce your current hit points equal to the cost of the jutsu. The hit point reduction caused by this feature cannot be ignored in any way. You cannot cast a jutsu that restores hit points to yourself, and you cannot regain the hit points lost by this effect until you take a rest. You can use this feature a number of times equal to half your proficiency bonus per long rest. | | L**atent Self Immolation II** | 3 | (You must have Latent Self Immolation I ) You can now use Self Immolation a number of times per long rest equal to your full proficiency bonus.| | **Latent Self Immolation III** | 3 | (You must have ***Latent Self Immolation II*** ) Beginning at 3rd level, when you use this feature to cast a jutsu that deals damage, it deals an additional amount of fire damage equal to half your Constitution modifier (Min.1). | | **Latent Self Immolation IV** | 4 | (You must have ***Latent Self Immolation III*** ) Beginning at 11th level, when you use this feature to cast a jutsu, reduce the damage you receive by an amount equal to the rank of the jutsu cast: (D-Rank: -1, C-Rank: -1, B-Rank: -2, A-Rank: -2, S Rank: -3.) | |**D-Rank Hijutsu**| 2 | You gain the ability to learn D-Rank Hutetsuu Clan Hijutsu.| |**C-Rank Hijutsu**| 2 |(You must have ***D-Rank Hijutsu***) You gain the ability to learn C-Rank Hutetsuu Clan Hijutsu.| |**B-Rank Hijutsu**| 3 | (You must have ***C-Rank Hijutsu***) You gain the ability to learn B-Rank Hutetsuu Clan Hijutsu.| |**A-Rank Hijutsu**| 3 | (You must have ***B-Rank Hijutsu***) You gain the ability to learn A-Rank Hutetsuu Clan Hijutsu. |**Clan Feats**| 5 |You gain the ability to learn Clan Feats, with Hutetsuu Clan as a Prerequisite.
\page ## [Jiraiya's Synthetic Human](https://homebrewery.naturalcrit.com/share/RxR5R3vhub1t) ***Creator:*** *Yaco*
*There, that ending was a little better. The frog at the bottom of the well drifts off into the great ocean. Heh heh… yep… pretty damn honourable… pretty damn honourable. I guess it's time to put down my pen. Right… I need a title for the next book… let's see… Ah, got it… The Tale of (...)*
*—Jiraiya *
*Naruto, vol.42*
### Gama Sennin From a clone of the legendary sannin, to normal a toad summoner, when playing this clan keep in mind that you do not need to be necessarily connected to Jiraiya or Kashin Koji. The name of this clan is intended to be a quick way for people to find out what this clan is about. This is your story, your tale. Make it worth of Jiraiya's last words. #### Jiraiya's Synthetic Human Traits **Ability Score Increase:** +2 Int, +1 Con
**Speed:** Your base walking speed is 30 feet
**Skill Proficiencies:** Ninshou, Chakra Control
**Extra Language:** Toad-Speak, you can understand and speak to Toads and Frogs.
**Sage Affinity:** You begin with either Fire, Water, or Earth Release Affinity. (Pick One) #### Jiraiya's Syntetic Human Features  **Jiraiya's Legacy:** Beginning at 1st level the Jiraiya's Synthetic Human Clan has access to a separate list of jutsus. You can add these jutsu to your jutsu list instead of selecting jutsu from the normal jutsu list. **Amphibian Literacy:** Your ties to the Toad Sage tribe allows you to study all kind of techniques unique to the Toads. Beginning at 1st level, you can learn and create jutsu with the hijutsu keyword in half the required time. **Myōboku Connections:** Your blood has ties to the sage tribe that inhabit Mount Myoboku. Starting at 1st level, you gain access to the Jutsu ***Summoning Technique***, becoming capable to summoning toads. Toads that you summon gain access to your Hijutsu List up to your Highest Jutsu Rank, except for jutsus with the ***''Summoning:''*** and ***''Sealing Art:''*** prefix. Additionally, once per Full Rest, you might summon a Toad from any ***Role***, ignoring the original limitations of their tribe. This becomes a Long rest at 7th level and a Short rest at 15th level. Finally, when you reach 11th level you can add another ***Role*** to any preexisting ones that your summons had. **Gerotora:** At 3rd level, The sages from Myoboku have granted you an unique type of frog: a Scroll Toad. Capable of storing and sealing items, jutsus and even knowledge, this Toad will live inside of you, being Capable of Summoning it as a Free Action. This Toad acts both as a Weapon, Item and Jutsu Scroll and have an ammount of Slots equal to twice your Proficiency Bonus. Gerotora can only store Jutsus of one rank higher than your Highest Jutsu Rank. When you cast jutsu sealed inside Gerotora, you may use your own Attack Bonus and Save DC. **Sannin:** Beginning at 7th level, you gain a second Nature release that you didn’t select from ***Sage Affinity*** and when you would cast a jutsu with either Fire, Water or Earth Release keywords that would deal damage, you can change the damage type to any Nature Release damage granted by this Clan. Additionally, Toads that you summon gain access to Jutsus with Fire and Earth Nature Release Keywords. Finally, when you reach 15th level, you gain access to the third Nature Release that you didn't select from this clan feature. **Frog Stack:** You learned how to fight in tandem with the toads, granting you confidence while they are nearby. When you reach 11th level, while you are within 60ft of a Toad that you summoned or a Hijutsu with the ***''Summoning:''*** prefix, you gain +2 to Ability Checks, Skill Checks, Saving Throws and Attack Rolls, AC and Save DC. This bonus cannot stack with itself. The range of this Feature increases to 120ft at 15th level. By 18th level, the bonus increases to +3, and the range to 180ft. \page ## Jiraiya's Synthetic Human Clan Jutsu ### D-Rank #### Toad Oil Bullet / Spray **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** Special
**Range:** Special
**Duration:** Instant.
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Water Release
**Description:** The user converts their chakra into an extremely sticky oil and spits it out of their mouth. You are able to cast this jutsu in multiple ways

**Action** You spits it out as a spray, moving your head from side to side. Every creature in a 20ft Cone must succeed a Dexterity Saving Throw, on a failure, the creature gains one rank of the ***Doused*** condition.

**Bonus Action:** You focus the oil into a compacted bullet capable of traveling further. Select a creature within 30 ft that you can see and make a Ranged Ninjutsu attack. On a hit, the creature gains one rank of the ***Doused*** condition.

**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and increase the range of the cone by 10ft, or the attack by 15ft. If this jutsu is cast at B-Rank, increase the ranks of ***Doused*** to 2. If this jutsu is cast at S-Rank, increase the ranks of ***Doused*** to 3. ``` ``` #### Toad Smoke Technique **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, to being targeted with an attack.
**Range:** Self (10ft Radius Sphere)
**Duration:** Instant.
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** The user produces a burst of a smoke from their body, forming a thick smokescreen to mask their movements. After this reaction is casted, you and all creatures within the smoke screen count as if being heavily obscured, unable to be seen. Additionally, once the attack that trigger this reaction ends, you are able to move 5ft without provoking attacks of opportunity. A moderate wind (At least 10 miles per hour) disperses the smoke in 4 rounds. A Strong wind (20+ miles per hour) disperses it in one round. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and increase the radius by 10ft. #### Toad Spying Technique **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Concentration, Up to one Hour.
**Components:** HS, CM, CS
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** The user places a Kanji of Vision on a summoned or wild toad to access its point of view, seeing and hearing everything around the toad as the user's pupils become toad-shaped. For the duration of this Jutsu, the user is considered both Blind and Deaf, as they are incapable of seeing or hearing with their own body, instead perceiving the world through the eyes of the marked creature. The user can end this Jutsu as a Bonus Action. This Jutsu does not allow the user to control the movement of the creature. If the user suffers any damage while concentrating on this Jutsu, it immediately ends. \page #### Summoning: Toad Bomb **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Until triggered.
**Components:** HS, CM, CS
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Fire Release
**Description:** You summon small toads filled with oil and try to place them on a creature. Select one creature within range, and make a melee Ninjutsu Attack, on a hit, the toads are placed on the target. A creature whos Passive Perception is greater than your Ninjutsu Save DC, or that has Chakra Sight or Chakra Sense, are able to notice the Toads, and can take them off with an Action. The toads and the oil within them can be ignited as a Bonus Action or as a Reaction, dealing 3d6+3 fire damage. Alternatively The toads will ignite if the target creature suffer any fire or Lightning damage, if this happens, increase the damage die from a d6 to a d8. If in addition to this, the creature was already covered in oil from one of your Hijutsus, the damage die increases to a d10. A creature maked with this jutsu counts as if having one rank of the ***Doused*** condition. When casting this Jutsu, you can spend 5 chakra to summon another toad, increasing the damage of this Jutsu by 1d6+1 per additional toad summoned. You can do this up to 5 times. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and increase the damage by 1d6+1 ### C-Rank #### Myōboku Oil Technique **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action.
**Range:** Touch
**Duration:** 1 Minute.
**Components:** HS, CM
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Water Release
**Description:** The user expels a special mixture of toad oil used by the sage tribe in their training, completely covering one creature. Select one willing creature within range. The selected creature becomes **doused**, gaining one rank of the condition. Additionally, the creature gains advantage on Chakra Control checks and no longer needs to make Concentration checks as a result of damage. The creature also gains resistance against the Grappled and Restrained conditions imposed by physical means. This jutsu ends early if the user loses the rank of **doused** by igniting the oil or by cleaning it with water. ``` ``` #### Sealing Art: Frog Suppresion **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60ft (20-foot square)
**Duration:** Concentration, Up to one Minute.
**Components:** HS, CM, CS
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, Lightning Release
**Description:** The user erects four pillars from the ground, within 5. Ft of the edges of the area, leaving a 20ft square inside. The pillars create a field that paralyses anyone caught inside. Anyone inside the area at the moment of casting this jutsu or anyone that enters the area, must succeed a Constitution Saving Throw, being Dazed, Shocked and reducing their movement speed to 0 until on a failed save, or reducing their base movement speed by half until the end of their next turn on a success. A creature that first enter or start their turn inside of the area must make another Saving throw at the start of each of his turn in order to resist the effects **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and increase the range of the square by 10 ft. #### Sealing Art: Elemental Sealing Method **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action or 1 Reaction to being targeted, hit or damaged by a Ninjutsu with a Nature Release Keyword.
**Range:** 5ft
**Duration:** Instant.
**Components:** HS, CM, CS
**Cost:** 8 Chakra, 1 Blank Scroll
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** The user pulls a Scroll with a special sealing formula, which has a blank space left in its centre that quickly tries to absorb any nearby Nature Release infused chakra. You are able to cast this jutsu in multiple ways;

**Action:** Choose any Nature Release-based effect that you can se and reach. You can target objects, creatures and even places under the effect of a Jutsu with a Nature Release. Make a Ninshou Check against the Ninjutsu Save DC of the jutsu, on a success, you absorb it, ending its effects.

**Reaction:** Make a Ninshou Check against the Ninjutsu Save DC of your opponent, on a success, you absorb the Jutsu, nullifying its effects.
If the objective of this jutsu has a Nature Release Keyword that you have affinity with, the Ninshou Check is made at advantage. If the user attempts to absorb a Jutsu two ranks higher than this Jutsu, the Sealing fail automatically. (C > B > A > S > Art) **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. \page ### B-Rank #### Frog Conversion Technique **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Full Turn Action
**Range:** Touch
**Duration:** Concentration, Up to an hour.
**Components:** HS, CM, CS
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** *As part of the requirements for this jutsu, the objective must be under the Paralyzed, Grappled, Restrained, or Unconscious condition.* By placing a Seal the forehead of a target you attempt to transform it into a frog, not only physically, but mentally as well. The target must succeed a Charisma Saving Throw being transformed on a failed save, and remaking their saving throw at the end of each of their turns. On a success, the jutsu fails and the chakra is lost, unable to attempt to seal the creature again for the next 24 hours as the creature is sure that its not a frog. (lmao) A creature affected that suffer damage by a hostile creature is transformed back to their normal form, ending this Jutsu on the process. This jutsu disrupts the target’s mental state for the duration, and while transformed, will act as a frog. #### Summoning: Toad's Fire **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Until dispelled.
**Components:** HS, CM, CS
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Fire Release
**Description:** You mark a 10x10ft square on the ground with a summoning seal covering the entire area. You can activate this seal as Reaction or as a Bonus Action on your turn. The seal will open a one-way portal to the esophagus of a massive toad that breath fire, making a fire pillar on the place. Every creature on the range must succeed a Dexterity Saving Throw, taking 8d8+8 fire damage on a failed save and being Burned or half as much on a successful one. If the creatures on top of the seal are not aware of it, they make the Saving Throw at disadvantage. Once activated, the portal keeps burning until the user dispells it as a Bonus Action. A creature that first enter or start their turn inside of the area must make another Saving     throw at the start of each of his turn in order to resist the                           effects                         **At Higher Ranks:** For each rank you cast                                     this jutsu above B-Rank, increase the                               cost of this jutsu by 3, the size of the area by                                     5x5ft and the damage by 1d8+1. ``` ``` ### A-Rank #### True Fire of Samadhi **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 30ft
**Duration:** Until dispelled.
**Components:** HS, CM, CS
**Cost:** 18 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Fire Release
**Description:** You set on fire a creature with the flames of purgatory, a fire release jutsu so potent that their flames are inextinguishable by wind or water. Select a creature within range. The creature must succeed a Charisma Saving Throw as you mark them with the a Seal of the purgatory. On a failed save, the creature gain 5 ranks of burned that cannot be extinguished by normal means. For the duration of this Jutsu, the creature cannot gain the benefit of jutsus with the Medical Release. A creature that wants to end this jutsu, must cast a jutsu with the Fuinjutsu keyword targeting the original target of this Jutsu and succed a Ninshu Check at disadvantage against your Ninjutsu Save DC, ending this Jutsu and removing the Burned ranks on a succesfull check. \page ## Jiraiya's Synthetic Human Clan Feats ### Elemental Toads **Category:** Clan
**Prerequisite:** Jiraiya's Synthetic Human Clan Level 8+
You extend your contract to more exotic toads, capable of molding diferent elements. You gain the following benefits; - You select between Lightning Release and Wind Release. You are now able to add jutsu with the corresponding Nature Release to your jutsu list. - Toads that you summon gain access to Jutsus with the corresponding Nature Release - You learn one jutsu with the corresponding Nature Release that you selected, that you qualify for. - You can take this feat twice, selecting the nature release that you did not select the first time. ### Seal-Trained Toads **Category:** Clan
**Prerequisite:** Jiraiya's Synthetic Human Clan Level 8+
You train your Toads in the diferent schools of Fuinjutsu. You gain the following benefits; - Increase your Intelligence score by 1, to a maximum of 20. - Toads that you summon gain access to Hijutsus with the ***''Summoning:''*** and ***''Sealing Art:''*** Prefix. - Toads you summon can cast their first jutsu with the Fuinjutsu keyword without using a Jutsu Slot. - Toads that you summon gain resistance against jutsu with the Fuinjutsu keyword and its damage. - Hijutsus casted by your Toads can now interact with your ***Frog Stack*** Clan feature. ### Oil Master **Category:** Clan
**Prerequisite:** Jiraiya's Synthetic Human Clan Level 4+
You have mastered the art of Oil Jutsu, making it denser and more flamable. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, to a maximum of 20. - You reduce the cost of Hijutsus with the ***''Toad Oil''*** Prefix by an amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). - Toads you summon can cast their first Hijutsu with the ***''Toad Oil''*** Prefix without using a Jutsu Slot. - Creatures affected by the Doused condition, imposed by you or your toads, cannot make an Ability Check to end it. Instead, they must spend an action while fully submerged in a body of water to remove the condition. ``` ``` ## Alternate Rule: Doused In order for this clan, its Hijutsu and the Toad's Natural Weapon to work in tandem, a condition was made. Additionally, you must replace the Toad Oil attack for the one listed below. #### Natural / Weapon ***Toad Oil.*** Range Weapon Attack: Reach 60ft., one target. On a hit, the creature gain one rank of **Doused**. A toad can only apply a number of ranks of the **Doused** condition to the same creature equal to its own rank. ### New Condition #### Doused ##### Max Ranks: 5 - A Doused Creature is covered with extremely sticky toad oil. - While doused in oil, if the creature would take Fire or Lightning damage, the oil would ignite with extreme volatility, increasing the damage die by 1 step (D4>D6>D8>D10>D12). Once this happens, the creature loses all ranks of this condition. - For each additional rank after the first, add one additional damage die. - If a creature would ever get a 5th rank of Doused, they insted increase the damage die by two steps instead of one. - A creature can end the doused condition by using their action making a DC 15 Dexterity Ability Check or submerging themselves fully into a body of water. \page
##### Latent Jiraiya's Synthetic Human | Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-------|:-:|:-------------| | **Latent Myōboku Connections** | 0 | You gain access to the Jutsu Summoning Technique, becoming capable to summoning toads. | | **Latent Myōboku Connections I** | 3 | (You must have **Myōboku Connections**) Once per Full Rest, you might summon a Toad from any Role, ignoring the original limitations of their tribe. | | **Latent Myōboku Connections II** | 3 | (You must have **Myōboku Connections I**) At 7th level, when you summon a toad, it gain access to one Nature Release that you possess.| | **Latent Myōboku Connections III** | 4 | (You must have **Myōboku Connections II**) At 11th level you can add another Role to any preexisting ones that your toad summon had.| | **Latent Gerotora** | 2 | (You must have **Myōboku Connections**) You gain access to the Gerotora Clan feature, having a number of slots equal to half of your Proficiency Bonus.| | **Latent Frog Stack I** | 4 | (You must have **Myōboku Connections**) While you are within 30ft of a Toad that you summoned, you gain a +1 to Ability Checks, Skill Checks, Saving Throws and Attack Rolls, AC and Save DC. | | **Latent Frog Stack II** | 4 | (You must have **Frog Stack I**) When you reach 11th level, Increase the range to 60ft, and the bonus to a +2 | | **Latent Frog Stack III** | 4 | (You must have **Frog Stack II**) When you reach 18th level, Increase the range to 120ft, and the bonus to a +3. | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Jiraiya's Synthetic Human Hijutsu. | | **C-Rank Hijutsu** | 2 | (You must have **D-Rank Hijutsu**) You gain the ability to learn C-Rank Jiraiya's Synthetic Human Hijutsu. | | **B-Rank Hijutsu** | 3 | (You must have **C-Rank Hijutsu**) You gain the ability to learn B-Rank Jiraiya's Synthetic Human Hijutsu. | | **A-Rank Hijutsu** | 3 | (You must have **B-Rank Hijutsu**) You gain the ability to learn A-Rank Jiraiya's Synthetic Human Hijutsu. | | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Jiraiya's Synthetic Human Clan as a prerequisite. |
\page ## [Kageyama Clan](https://homebrewery.naturalcrit.com/share/-QNnGbk41qyh) ***Creator:*** *Optimal Style*
*The ground shakes as if there is an earthquake. There is a distinct rumbling and buildings are falling all around. It seems to be the end of the world. There is a figure floating above the ground that seems to be the epicenter. Their might destroying everything as they tear anything in its path. They don't even seem to be human anymore. Whatever happened to them must have caused some chain reaction that turned them into that... thing. Whatever it is, it is a fierce opponent not to be taken lightly. A girl shoots a bolt of fire at them, I see it dissipate and shortly after I hear the crunch of bones. It is a surprisingly loud noise. I struggle to hold my breath as I hide. My heart pumping adrenaline through my veins, I shouldn't dare to look, but I do anyway. From behind the rubble I peer my head out to look at the aftermath. The girl's body lies lifeless, motionless. I chastise myself for my only thought being "I'm glad that's not me." But I don't see the person who did it anymore. Where did they go? Where are they? Did they finally go away? Such thoughts are foolish ones, but some of the last thoughts I had. Suddenly, I feel a presence behind me* *                                                                         — Himitsu Yuki                                      The Longswordbearer, Ch. 32 excerpt.* ### Awakened Potential At a very young age, Kageyama clan members have stood out amongst the crowd, even compared to others older than them. The have an intrinsic understanding of how the world works and how others view and treat them. These people can take control of the room with a single wave of their hand, the world seems to be in their palms. #### Kageyama Traits **Ability Score Increase:** +2 Int or Wis, +1 Con **Speed:** Your base walking speed is 30 feet. **Skill Proficiencies:** Insight, Ninshou #### Kageyama Features  **Psionic Techniques:** The Kageyama Clan 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(s). **Innate Superiority:** Starting at 1st level, you can use your intuition just as well as you could use your knowledge to execute techniques. You can use Wisdom instead of Intelligence for the attack and damage rolls of your Kageyama Clan Hijutsu attack rolls and Save DC’s calculations. **Forceful Will:** Beginning at 1st level, when you would force a creature to make a saving throw you can impose disadvantage on the saving throw of 1 creature, You can do this a number of times equal to your ninjutsu ability modifier per long rest. Also at 1st level, you become accustomed to imposing your will upon others, regardless of who they are. The bruised condition now benefits from force damage in the same
way it applies to earth damage. At 15th level, you gain resistance to
psychic damage and you cannot
be controlled against your will. **Prelude to Destruction:** Starting at 3rd level, twice per round when you would take damage from a hostile creature or an effect from a hostile creature roll 1d6, this is then added to your percentage meter. When this meter reaches 100% you enter your 100% explosion. This die step increases to 1d8 at 7th level, 1d10 at 11th level and 1d12 at 15th level. When you take a short rest your percentage is lowered by half of the current amount, to a minimum of 0. When you take a long rest your percentage is reset back to 0. **100 Percent:** Starting at 3rd level, if you reach 100% you can enter your 100% explosion. This explosion enhances your innate abilities to the utmost extreme in exchange for the suffering you have endured. For the next minute you gain the following benefits; - You gain temporary hit points equal to 5 times your proficiency bonus. - You gain a 1d4 bonus to saving throws you are proficient in, and a 1d6 bonus to saving throws you aren't
proficient in. - Increase the damage die of Kageyama Clan Hijutsu by 1 step, (d4>d6>d8>d10>d12>2d6). - Increase the area of effect of Kageyama Clan Hijutsu by 10 feet. - Decrease the cost of Kageyama Clan Hijutsu by -2
(min. 1). - You gain the benefits of the dodge, dash, and disengage actions. Once you exit this form, your percentage is set to 0% and                 you must complete a full rest before                     you are able to enter this form                     again. This changes to a long                       rest at 15th level. \page   **Manifested Power:** Starting at 7th level, you can
move things with your mind with little effort. You
can spend 5 chakra or as a bonus action to restore
your use of hand signs, your willpower forcing
them to move. Starting at 15th level, you ignore the
HS component. Also at 7th level when you would make a
saving throw that would inflict a ***Mental*** or
***Sensory*** condition, you gain a 1d4 bonus to
the result. **Psychoawareness:** Starting at 11th level,
your psychic prowess has expanded to where
you can sense those around you, even
if you cannot see them. You gain 30 feet
of blindsight and if a creature is within
your blindsight range they cannot hide
from you and they cannot surprise you. Additionally, if a creature would force you
make a saving throw within this radius you
cannot make the saving throw at disadvantage. **??? Percent:** Starting at 18th level, while you
are in your 100% explosion each time you take
damage roll 2d12 if your percent would exceed your
maximum hit points you enter ???% mode. Your subconscious takes over, everything becomes
slowed and your movement becomes fluid.
You retain the benefits of 100% explosion and
you gain some additional benefits; - You gain temporary chakra equal to
5 times your proficiency bonus. - You gain damage reduction equal to
your Constitution modifier. - You can upcast Kageyama clan jutsu
1 rank higher than they were cast, at
no additional cost. - You cannot lose concentration as a
result of failing a chakra control
check. - You gain the benefits of ***Flight of
Focus*** for free. - If you are reduced to 0 hit points
instead of falling unconscious you
remain conscious with 0 hit points.
You must make death saving throws
as normal but you can continue
fighting until you die. Once you enter this form, it lasts for
1 minute. Once it ends you gain a rank
of exhaustion and you must complete a
full rest before you are able to enter
this form again. \page ## Kageyama Clan Jutsu ### D-Rank #### Destruction Cannon **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 120 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You shoot out a blast of pure energy that penetrates through almost all defenses. This jutsu ignores half and three quarters cover. Make a ranged ninjutsu attack dealing 2d12 force damage and inflicting a rank bruised. **At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and increase the damage by 1d12. If this jutsu is cast at B-Rank, increase the ranks of bruised by +1. If this jutsu is cast at S-Rank, increase the ranks of bruised by +2. #### Psionic Barrier **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction when you would be moved, take damage, or be forced to make a saving throw
**Range:** Self
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You create a barrier of psychic energy that repels and protects you from things that would otherwise harm you. You create a barrier that has 5d6 temporary hit points. You gain advantage on the triggering saving throw and you cannot be moved by any means. Any excess damage breaks through and affects the targeted creature as normal. **At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and increase the number of temporary hit points by 2d6. ``` ``` #### Psyche Cleanser **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 create a cleansing psychic energy that dispels any negative thoughts and feelings that a creature may be feeling. Select one ***Mental*** or ***Sensory*** condition. An allied creature is are healed of one of those conditions, removing all ranks, if any. A creature who has their conditions removed in this way gain 2d6 temporary hit points and resistance to psychic damage until the start of your next turn. **At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and increase the amount of creatures you can target by +1 and the number of temporary hit points by 1d6. #### Telekinetic Shove **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You impose your will over another creature force alone. You may force a creature to move 30 feet in any direction of your choice. When you do a creature must make a Strenght saving throw or be pushed or pulled 30 feet in the direction of your choice. A creature moved this way takes 2d6 force damage and if they collide with a creature or object their movement is stopped, taking falling damage equal to the distance they would have fallen. **At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and increase the    distance they are moved by 15 feet. \page ### C-Rank #### Flight of Focus **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You concentrate the chakra in your body and circulate the energy continously fueling the taxing process of flight. For the duration of this jutsu you gain a flying speed equal to your walking speed and you can hover. Your movement does not provoke opportunity attacks and you ignore difficult terrain. #### Force Whips **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You manifest your chakra into 2 tangible whips used to destroy and defend with equal efficiency. You do not spend chakra to maintain concentration with this jutsu. These whips have varied uses depending on the user's wishes. As an action you can make a melee ninjutsu attack against a creature within 15 feet. On a hit, you deal 5d6 force damage and force them to make a Strength saving throw. On a failed save they become restrained and can use their action to repeat the saving throw to break out. You can only have two creatures restrained by this jutsu at once. **At Higher Ranks:** For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, the damage by 2d6. #### Pillar of Suffering **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You use your chakra to
force the creatures to suffer as
much as humanly possible.
Each creature in a 15-foot
radius, 60-foot-high
cylinder centered on a
point within range must
make a Strength saving throw or take 10d4 force damage
on a failed save or half as much on a successful one. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the damage by 3d4. ### B-Rank #### Charge Bomb **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 90 feet (20-foot radius sphere)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu, Clash
**Description:** You charge a ball of energy in your palm before overloading it and throwing it like a bomb. Choose a point you can see within range. Each creature within a 20-foot radius sphere of that space must make a Dexterity saving throw or take 6d10 force damage and be dazed on a failed save or half as much on a successful save and no further effect. If a creature fails this saving throw by 5 or more they become stunned until the start of their next turn. **At Higher Ranks:** For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3, the damage by 1d10. #### Telekinetic Helix Hands **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You flow chakra throw your body that manifests itself in a helix of energy that covers you in a surge of energy. You cannot lose concentration on this jutsu as a result of damage. For the duration of this jutsu, as an action you can make 2 melee ninjutsu attacks dealing force damage equal to 3d8 + ninjutsu ability modifier. If you hit a creature with 2 or more of these attacks they gain 2 ranks of bruised. **At Higher Ranks:** For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3. If this jutsu is cast at S-Rank, increase the number of attacks by +1. \page ### A-Rank #### Dead Zone **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Reaction when you see a creature cast a jutsu that requires chakra molding
**Range:** Self (30-foot radius sphere)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 19 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You create an aura of superiority that
nullifies and deactivates techniques that you deem unsatisfactory. All jutsu equal to or lower rank this
than the rank this jutsu is cast, of your choice, end.
If a jutsu that requires chakra molding was cast before entering this radius it is dispelled as your superior
technique snuffs it out completely. **At Higher Ranks:** For each rank you cast
this jutsu above A-Rank, increase the cost of
this jutsu by 3. #### Disaster **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot radius sphere)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 24 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You unleash all of your energy into one
giantic attack that decimates and destroys everything unfortunate enough to be in its path. All creatures
and objects within 60 feet of you must make a
Strength saving throw or become dazed and take
24d4 force damage and be knocked back to the
edge of this jutsu's radius on a failed save or half as
much damage on a successful one. If a creature or
object would collide with another creature or
object their movement is stopped, taking falling
damage equal to the distance they would have
fallen. Structures and objects take double
damage. **At Higher Ranks:** For each rank you cast
this jutsu above A-Rank, increase the cost of
this jutsu by 3, the damage die by 1 step. \page ## Kageyama Clan Feats ### Awakened Mind **Category:** Clan **Prerequisite:** Kageyama Clan You have opened your mind to new possibilites, changing what you view as possible. You gain the following benefits: - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - You learn the ***Chakra Hands*** and ***Message*** jutsu both of which have their range increased to 60 feet and can be cast for 0 chakra without the HS component. - When you would succeed on a saving throw against a jutsu that would inflict a ***Mental*** condition you gain advantage on saving throws that would inflict the same condition for 1 minute. ### Sensitive **Category:** Clan **Prerequisite:** Kageyama 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 Intelligence or Wisdom score by 1, to a maximum of 20. - When you would roll a die as a result of ***Prelude to Destruction*** you reroll 1s and 2s, taking the second result. - Damage you deal while you are in your 100% explosion ignores resistance. ### Mind Like a Steel Trap **Category:** Clan **Prerequisite:** Kageyama Clan, Level 8+ You strengthen your mind in more ways than one. You
gain the following benefits: - Increase your Intelligence or Wisdom score by
1, to a maximum of 20. - When you deal damage with a Kageyama clan
hijutsu you add your ninjutsu ability
modifier to the damage rolled. - While you have temporary hit points
you gain advantage on genjutsu
saving throws that would inflict
a ***Mental*** or ***Sensory***
condition. ``` ``` ### Absolute Might **Category:** Clan **Prerequisite:** Kageyama Clan, Level 12+ You have become feed up with lesser creatures acting as if you are equal to them, and have decided to put them in their place. You gain the following benefits: - When you would roll a die as a result of ***Prelude to Destruction*** you may choose to lower the die by 1 step, but roll 2 dice instead of 1. - While you are gaining the benefits of your 100% explosion, you gain advantage on genjutsu saving throws. - While you are gaining the benefits of your 100% explosion, you gain an additional reaction which can only be used to cast ***Psionic Barrier***. - When you would take a short rest your percentage is no longer lowered, and when you take a long rest your percentage is now lowered by half. \page
##### Latent Kageyama | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Prelude to Destruction** | 0 | Starting at 3rd level, twice per round when you would take damage of from a hostile creature or an effect from a hostile creature roll 1d6, this is then added to your percentage meter. This die step increases to 1d8 at 11th level. | | **Latent Superiority** | 2 | Starting at 1st level, you can use Wisdom instead of Intelligence for the attack and damage rolls of your Kageyama Clan Hijutsu attack rolls and Save DC’s calculations. | | **Latent Forceful Will I** | 2 | The bruised condition now benefits from force damage in the same way it applies to earth damage. | | **Latent Forceful Will II** | 3 | *(You must have **Latent Forceful Will I**)* Beginning at 7th level, when you would force a creature to make a saving throw you can impose disadvantage on the saving throw of 1 creature, You can do this a number of times equal to your ninjutsu ability modifier per long rest. | | **Latent Manifested Power I** | 3 | Beginning at 7th level, you can spend your bonus action to restore your use of hand signs. | | **Latent Manifested Power II** | 3 | *(You must have **Latent Manifested Power I**)* Beginning at 11th level, when you would make a saving throw that would inflict a ***Mental*** or ***Sensory*** condition, you gain a 1d4 bons to the result. | | **Latent Psychoawareness**| 3 | Starting at 11th level you gain 15 feet of blindsight and if a creature is within your blindsight range they cannot surprise you. | | **Latent 100 Percent I**| 4 | Beginning at 11th level, if your percentage meter reaches 100% you enter your 100% explosion. For the next minute, you gain the first 3 bullet points from the ***100 Percent*** feature. Once you enter this form you must complete a full rest before you can enter it again. | | **Latent 100 Percent II**| 5 | *(You must have **Latent 100 Percent II**)* Your prowess over your emotions has grown to give additional benefits. Beginning at 18th level, when you enter your 100% explosion you gain the last 3 bullet points from the ***100 Percent*** feature. | | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Kageyama Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Kageyama Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Kageyama Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Kageyama Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Kageyama Clan as a prerequisite.
\page ## [Kashimo Clan](https://drive.google.com/file/d/1_OScwVLBAuSmVHtxb3lhPYEwbH5GYDuj/view) ***Creator***: *Forte*
*"He fought for days without rest, looking for and facing challenger after challenger. He garnered no enjoyment from these battles, only realizing what he thought upon before. He sent message to me to meet him, for something he deemed important. I amused him, there wasn’t much else to do at the time anyway. He reminisced on how he thinks challenging me back then would’ve been better, but I wasn’t in the mood. He asked me who the strongest sorcerer was, and I explain once again “Kukuna. That was 600 years ago, I’m sorry. But it’s indisputable.” He turned his head, accepting my offer, and speaking “This way I can challenge Kukuna.”" *
----Senjaku
*The Era’s Tales, Ch. 26 excerpt.*
### Rumbling Thunder Bolting into a new era, a legend was revived once again. A Chakra Master, Kashimo Ijime, recorded his techniques. For whatever reason he did these, the text that was made is secret and hidden, only revealing itself to those strong enough to take it. If someone can find it they unlock the power of lightning, and grow an insatiable thirst to test their strength against the strong. Trying to fight this urge is to deny your very existence, and only death and loneliness await those who take this path. #### Kashimo Traits **Ability Score Increase:** +2 Dex, +1 Cha
**Speed:** Your base walking speed is 35 feet.
**Skill Proficiencies:** Chakra Control, Martial Arts
**Passive Affinity:** You have Lightning Release Affinity (You can learn Jutsu with the Lightning Release Keyword)
#### Kashimo Features   **Battle Junkie:** Starting at 1st level, your love for battle starts taking a foothold in your mind, boosting your body for combat and gearing you to hostile engagements. You gain a +1d4 bonus to Initiative checks and have advantage on Charisma based skill checks while in combat. You can also use Dexterity in place of Strength for unarmed, weapon, and Taijutsu attack rolls, damage rolls, and Save DCs. At 11th level, you force yourself and others to stay fighting, until one side has a clear winner. You can no longer exit combats by willingly leaving, only by them ending due to one party being unable to fight. You have advantage on attacks of opportunity and, once per turn, when a creature would move out of your melee range you can teleport within 5 feet of that creature and make weapon attack or unarmed strike. Also, if a creature leaves combat without your consent, you gain advantage on Wisdom (Survival) checks to track them. At 15th level, you make sure you find your target, and shake off any restrictions that would impede your battle. You have advantage on saving throws inflicted by Jutsu with the Fuinjutsu keyword, and jutsu that would end or remove you from combat. While a creature has ranks of shocked you can always differentiate their chakra from others, and gain an amount of Chakra and Blind sight against that creature equal to your normal visual range. **One With Lightning:** At 1st level, your body synergizes with lightning more and more, increasing the affinity you have for it physically. You reduce all Lightning damage you take by an amount equal to your level. At 3rd level, for every 5 **Charges** you have you increase your movement speed by 5 feet, up to an amount equal to your base movement speed. At 7th level, you begin amping up this synergy, gaining resistance to Lightning damage and the shocked condition. You are also now able to increase your movement speed by an amount equal to four times your base movement speed. At 15th level, lightning has become a natural thing within your body, giving you immunity to Lightning damage, the shocked condition, and allowing you to increase your movement speed without limit when using this feature. Also, whenever you take the Dash Action, you leave behind a trail of lightning for the rest of that turn and lasts until the start of your next turn. As a Reaction you may teleport to any point in that trail. \page   **Accumulated Voltage:** Beginning at 3rd level, you retain the static charge of the lightning you produce, accumulating it into **Charges** which can be used for specific techniques. Whenever you use Chakra to deal Lightning damage or cast a Jutsu with the Lightning Release Keyword you gain an amount of Charges equal to the Chakra spent. When a creature dies after you've affected them with one of your **Charge** options you regain half of all **Charges** you spent on affecting that creature. These **Charges** can only be gained during combat and are lost once combat ends. Once per turn you can spend the listed **Charge** and activate that ability. - **1 Charge:** You create sparks which adds just a bit more electricity to your attacks. The next instance of Lightning damage you deal adds +1 damage. For every 5 **Charges** added to the base cost of this option you can increase the damage by an additional +1. - **5 Charges:** You momentarily run a current through an enemy. The next time you deal Lightning Damage you force a Constitution saving throw on a creature you damaged, giving them the shocked condition until the start of their next turn on a failure. - **15 Charges:** You quicken the process of strengthening your Lightning jutsu. You can *Overcharge* a Lighting release jutsu at no action or Reaction cost. - **30 Charges:** Increase the damage die of the next instance of Lightning damage you deal by +2. - **50 Charges:** You attempt to put a pause in an enemy’s movements. Choose a creature within 30 feet of you with ranks of shocked. You force a Constitution saving throw against that creature, reducing their speed to 0 on a failure for as long as they have those ranks of shocked. On a success you only reduce their speed by half for the same duration. At 7th level, your lightning that you emit from your body always finds its way back to you, if you produce enough to be seen as a threat. You now gain 1 **Charge** for every 15 Lightning damage you deal, as you gain the following additional **Charge** options; - **75 Charges:** You make your area of effects more aggressive in their targeting. Increase the next Jutsu you cast’s DC by +2 or give a creature disadvantage on the saving throw. - **100 Charges:** You supercharge the electricity in another creature, letting it flow longer. Choose one target within 60 feet of you and increase the duration of all their current ranks of shocked to last 1 minute. - **125 Charges:** You magnify the lighting courses through your weapons and run their damage through the enemy’s body continuously. Increase your unarmed damage or weapon damage die by 1 step, change their damage to Lightning damage, and increase the damage dealt by the shocked condition to 2d8. All of these effects end when the current turn ends. (1>d4>d6>d8>d10>d12) - **150 Charges:** You accelerate your body, moving in the blitz whatever enemy you’re facing. Double your movement speed and gain a single Action or Bonus action which must be used to make an attack or deal damage. Your movement speed remains this way for the next minute. At 18th level, your body now emits lightning passively, and you have to suppress it manually as to not shock all of your surroundings. You now gain additional **Charges** depending on the rank of Jutsu with the Lighting release keyword you cast ***(D- Rank: 1, C- Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)***, and whenever a creature hits you with a melee attack you deal lighting damage to them equal to half your proficiency bonus. You may now use your **Charge** options twice per turn, and gain the following additional options; - **250 Charges:** You force every creature within 90 feet of you to make a Dexterity saving throw, as you expel your accumulated **Charges** in every direction with the purpose of pure destruction. On a failed save they take 1.5 the amount of **Charges** used on this ability, and only half on a success. You can increase the amount of **Charges** spent on this ability with no limit. - **500 Charges:** You summon a return bolt from a specified point, with the intention of ending whoever you’re facing. You pick an amount of damage instances you’ve dealt during the current combat equal to your Charisma modifier. Then, select one target within 30 feet of you, forcing them to make a Dexterity saving throw. On a failure they take the combined damage of all your chosen damage instances in lightning damage, or half on a success. This damage cannot be resisted or reduced. However, you can instead charge this bolt for additional time. For every round after you spent the charges on this feature but didn’t launch it you add another damage instance to your damage you will deal. **Wicker Basket Technique:** Beginning at 7th level, you’ve built up a defense against techniques that would try to ruin the enjoyment of a fight by bypassing the stages one should go through to win. As a Reaction you create a 10-foot radius sphere construct around you, which has 50 hit points, and last until the start of your next turn. You cannot move out of this construct while it is up, but while you’re in it you cannot suffer penalties to your saving throws if another creature would inflict them, you cannot be automatically hit, and you cannot automatically fail saving throws or checks. Choose one condition, as you gain resistance against that condition for the duration of this feature. You can use this feature an amount of times equal to half your proficiency bonus. At 18th level, you refine this technique to protect you from any abnormalities that would try messing up your body. Your construct now has 150 hit points and while you’re in it you cannot become vulnerable to any type of damage, you cannot lose concentration on Jutsu, you become immune to the petrified and poisoned conditions, and you cannot have your maximum hit points or chakra points lowered. When choosing a condition to gain resistance against from this feature you now become immune to that condition instead of gaining resistance against it. \page ## Kashimo Clan Feats ### A Fine Speech **Category:** Clan
**Prerequisite:** Kashimo Clan, Level 4+
You take into account the words of your opponent, gauging them by their posture and speech of how fine they are as a fighter. You gain the following benefits; - Increase your Dexterity or Charisma score by 1, to a maximum of 20. - At the beginning of combat, you may make any Charisma based skill check, for the purpose of asking your opponent their name. If they refuse to tell you their name, then this feature does not activate. If they do share their name then you must do the same, and whenever that creature would use the same attack or effect you gain a +1 to your AC or saving throw against that attack or effect, whichever would apply. This can stack with itself up to an amount equal to half your proficiency bonus. - You cannot gain penalties to Charisma based skill checks or Charisma saving throws while fighting a creature who you’ve exchanged names with. ### Thunder's Call **Category:** Clan
**Prerequisite:** Kashimo Clan, Level 8+
Your speed grows even more, and as it does you being taking advantage of it during combat, being able to unleash more carnage against opponents who struggle with how fast you are. You gain the f0llowing benefits; - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You increase your movement speed by +15 feet. - If your movement speed is two times or more than another creature’s you then gain an additional Action you can use to dash, disengage, or interact with an object. - You may additionally, twice per long rest, cast a jutsu as a Bonus action. Jutsu cast this way increase their cost by +2. ``` ``` ### Turn up the Volume! **Category:** Clan
**Prerequisite:** Kashimo Clan, Level 12+
Seeing your opponent getting stronger this ignites a spark in you to keep up with them, amping up your output to its limits, starting up their living funeral. You gain the following benefits; - When you see a creature phase change, activate a B-Rank or higher jutsu that is not instant in its duration, additional enemies enter combat, or see a creature down or kill another player you may activate this feature. This can only be done once per combat, as you gain the following benefits for the rest of that encounter; - You gain advantage on checks made to find out the way to most efficiently kill a creature. - You have resistance against the Grappled, Restrained, Stunned, and Weakened condition. - You gain 5 **Charges** at the start of each of your turns. - You increase Lightning damage you deal by 1 step. (d4>d6>d8>d10>d12>2d6.) - Your movement speed cannot be reduced to 0, and if an effect would make it 0 then it becomes 5 feet instead. - At the end of this combat you retain half of the Charges you held. These Charges do not disappear until spent. ### Genju Kohsaku **Category:** Clan
**Prerequisite:** Kashimo Clan, Level 16+
You’ve finally found the enemy of your lifetime, the one to answer your question to strength. Will they live up to your expectation? If they don’t, then only a slow quick death will be there for both of you. You gain the following benefits; - You can only activate this feature once, and it lasts for 1 minute. After that minute passes, your body can no longer hold itself together from the power you’ve summoned, disintegrating as you die and becoming unable to be revived. For that minute you gain the following benefits; - You gain 100 **Charges** at the start of each of your turns. - You increase all Lighting damage you deal by 3 damage die. - You gain an additional Action, Bonus action, and Reaction. - You turn all Ninjutsu attacks and damage that comes into contact with you into Lightning damage. - You now turn all Lightning damage you would receive into hit points you recover. \page
##### Latent Kashimo | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Battle Junkie I** | 2 | Beginning at 1st level, you gain a +2 bonus to initiative checks, and while in combat, gain a +2 bonus to Charisma based Skill checks. | | **Latent Battle Junkie II** | 2 | *(You must have **Latent Battle Junkie I**)* Beginning at 11th level, you can no longer exit combats by willingly leaving, instead you may only exit combat due to a clear winner being decided or one party is no longer able to fight. In exchange, you gain advantage on Wisdom (Survival) checks to track any creature that leaves combat without your consent, and once per round, when a creature would move out of your melee range you can immediately teleport to within 5 feet of that creature and make one unarmed or weapon attack against them at advantage. This attack counts an attack of opportunity. | | **Latent Battle Junkie III**| 3 | *(You must have **Latent Battle Junkie II**)* Beginning at 15th level, when a creature has ranks of Shocked, you can always differentiate their chakra from others and gain an amount of Chakra/Blind Sight against them equal to your normal visual range. Additionally, you have advantage on saving throws against jutsu that would end or remove you from combat, and gain a +2 bonus to saving throws against jutsu with the Fuinjutsu keyword. | | **Latent One with Lightning I** | 2 | Beginning at 3rd level, you reduce all Lightning Damage you take by an amount equal to your proficiency bonus. | | **Latent One with Lightning II** | 2 | *(You must have **Latent One with Lightning I** & **Latent Accumulated Voltage I**)* For every 5 **Charges** you possess, increase your movement speed by 5 feet, up to a maximum bonus to +20ft. | **Latent One with Lightning III** | 2 |*(You must have **Latent One with Lightning II**)* Beginning at 7th level, you gain resistance to Lightning damage, and may increase your movement speed up to a maximum of +60ft. with **Latent One with Lightning I**. | **Latent One with Lightning IV** | 3 | *(You must have **Latent One with Lightning III**)* Beginning at 15th level, you gain immunity to the Shocked condition, and can now increase your movement speed by up to +100ft. with **Latent One with Lightning I**. Additionally, whenever you take the Dash action, you leave behind a trail of Lightning until the start of your next turn. As a reaction, you may teleport to any point within that trail. | **Latent Accumulated Voltage I** | 1 | Beginning at 3rd level, you gain access to the ***Accumulated Voltage*** feature of a Kashimo clan at 3rd level. You can have up to a maximum of 30 **Charges** this way at one time, before you become unable to gain an additional Charges. | **Latent Accumulated Voltage II** | 2 | Beginning at 7th level, you gain access to the ***Accumulated Voltage*** feature of the Kashimo clan at 7th level. Your Maximum **Charges** increases to 75. | **Latent Accumulated Voltage III** | 3 | Beginning at 18th level, you gain access to the ***Accumulated Voltage*** feature of the Kashimo clan at 18th level. Your Maximum **Charges** increases to 150. | **Latent Wicker Basket Technique** | 3 | Beginning at 11th level, As a Reaction you create a 10-foot radius sphere construct around you, which has 50 hit points, and last until the start of your next turn. You cannot move out of this construct while it is up, but while you’re in it you cannot suffer penalties to your saving throws if another creature would inflict them, you cannot be automatically hit, and you cannot automatically fail saving throws or checks.
 Choose one condition, as you gain resistance against that condition for the duration of this feature.
 You can use this feature equal to half your proficiency bonus per long rest. | **Clan Feats** | 7 | You gain the ability to learn Clan Feats, with Kashimo as a prerequisite.
##### Hajime Kashimo [Zulura](https://www.deviantart.com/zulura/art/Hajime-Kashimo-985274601)
\page ## [Katō Clan](https://homebrewery.naturalcrit.com/share/3_sfOZxz3PYm) ***Creators:*** *Optimal Style/Scrub*
*Two watchmen stand apart, trading a shrugging nod with the other before returning to scanning the dark woods around them, helplessly yawning at their uneventful position. From the gate below, a guard hollers above before stepping away. Torch in hand, the gate guard strides past the few nobleman carriages parked just within the fort confines. One watchmen above rests against the cold fortress rampart, their head bobbing from drowsiness. The sudden hush of a shout stirs the watchmen awake as he turns to the source of the noise -- the other guard atop of the walls. Perhaps he'd dreamt it, because his friend stands at the other end with no look of concern. Really with no look at all. That's when horror strikes the watchmen as he gazes to his friend stepping toward the ledge, drawing their blade, then plummeting to the ground with a crash. Just as the watchmen rushes over to the ledge, the pale silhouette of an assassin -- a silent ghost racing toward its next target one by one...*
~ Makuzoyashi Haruno The Miracle Bindings, Ch. 11, excerpt.
### Life Understanding Members of the Kato clan naturally inherit a stronger understanding of circumstance and eventualities than most. With their wisdom hardened at an early age, Kato clansmen tend to grow up pragmatic or nihilistic. In rare cases though, a Kato member blossoms with optimism and a sense of purpose paired with this greater understanding of life. The Kato Clan's greatest skill -- the Spirit Transformation Technique -- reflects their greater connection to spirituality and morals of the shinobi world. #### Kato Traits **Ability Score Increase:** +2 Wis, +1 Int
**Speed:** Your base walking speed is 30 feet.
**Skill Proficiencies:** Chakra Control. Choose one between Medicine and Ninshou.
**Medical Affinity:** You gain the ability to learn jutsu with the Medical keyword.
#### Kato Features   **Medicial Simplicity:** At 1st level, when creating or learning Ninjutsu with the Medical keyword, reduce the time it takes to complete the task by half. This does not stack with other similar effects. **Spirit Transformation Technique:** The true power of the Kato clan, this hidden technique requires great skill in chakra manipulation and allows its user to transcend their own body. Beginning at 1st level, you may spend 5 Chakra to activate this technique as an action. You create a ghost-like ethereal projection of yourself within 15 feet of your physical body. Your ***Spirit Form*** lasts for 10 minutes and requires concentration as if concentrating on a jutsu and you don't spend Chakra for this. You cannot lose concentration as a result of damage to your ***Spirit Form***, but when your physical body takes damage then you must make a check or your ***Spirit Form*** ends. You must be able to mold chakra and form hand signs to activate and maintain this technique. For the duration of your ***Spirit Form***, you control this spiritual projection as if it were you. Your ***Spirit Form*** gains the following: - You become ethereal and can move through creatures and objects as normal. If you end your turn inside of a solid object such as a wall, you take 2d8 damage. While in a solid object, you cannot cast jutsu or be targeted by attacks. - You can take actions, cast jutsu, and use clan and class features as normal. - All weapon and unarmed attacks you make deal force damage. - You gain a number of temporary hit points equal to twice your character level + your Wisdom modifier + your proficiency bonus. When these temporary hit points are reduced to 0, you begin subtracting from your Chakra Points as though they were your hit points. When all temp hp and Chakra Points are reduced to 0, this technique ends. - You have resistance to necrotic, poison, bludgeoning, piercing, and slashing damage. - You gain a flying speed equal to your walking speed + 10 ft and can hover. - Conditions affecting your physical body do not affect your ***Spirit Form***. Your ***Spirit Form*** is immune to all *Physical* conditions. - Your ***Spirit Form*** is unaffected by jutsu that would restore hit points or give temporary hit points. - You take an additional 2d8 chakra damage, when you take chakra damage. While your ***Spirit Form*** is active, your physical body remains motionless and is blinded and deafened. Your ***Spirit Form*** can travel up to 120 feet from your physical body. When you start your turn further than 120 feet, both your ***Spirit Form*** and physical body take 2d8 psychic damage, which cannot be reduced by any means. You can end this technique as a free action on
your turn or as a reaction
when your physical body
takes damage. At 7th level,
as your lifeforce grows in
tenacity, so too does your
Spirit Form. You can activate
your ***Spirit Transform-
-ation Technique*** as
either an action or a
bonus action. You double
the distance your Spirit
Form can travel from your
body. Your Spirit Form
adds twice your
proficiency bonus
when calculating its
temporary hit points. \page   **Spirit Walk:** Starting at 3rd level, you can cause your true body to momentarily become ethereal similar to your ***Spirit Transformation Technique***. As a bonus action, or reaction when you would take damage, you can become ethereal, suspending all conditions on yourself and gaining resistance to necrotic, poison, and bludgeoning, piercing, and slashing damage. You remain this way until the end of your next turn. While ethereal, you do not provoke opportunity attacks, your speed increases by 10 feet, and you can move through creatures and objects as if they were difficult terrain. If you end your turn occupying the same space as an object or creature, you take 2d8 damage and are shunted to the nearest unoccupied space. This feature can be used twice per short rest. At 15th level, when you activate ***Spirit Walk*** you also gain a flying speed equal to your walking speed and can hover. **Soul Possession:** At 11th level, your Spirit Form gains more benefits as you hone your ability with the technique. As an action while in your ***Spirit Form*** you can attempt to take possession of a creature you can see within 5 feet of you. That target must succeed on a Charisma saving throw or become Possessed by you; your Spirit Form then disappears. Your **Possession DC** equals 8 + Your Wisdom Modifier + Proficiency Bonus. A Possessed creature is incapacitated and loses control of its body. Your Spirit Form now controls the body but doesn't deprive the target of awareness. Your Spirit Form can't be targeted by any attack, jutsu, or other effect. You retain your Intelligence, Wisdom, and Charisma scores. Otherwise you use the possessed target's statistics, but don't gain access to the target's knowledge, clan and class features, or proficiencies. ``` ``` The first time a Possessed creature takes damage on a turn, and at the end of a Possessed creature's turn, it can reattempt the saving throw, ending the possession on itself on a success. Otherwise the possession lasts until the target's body drops to 0 hit points, you end it as a bonus action, or you are forced out by another effect. When the possession ends, your Spirit Form reappears in an unoccupied space within 10 ft. of the body. The target is immune to your Possession for 24 hours after succeeding on the saving throw or after the possession ends. **Unwavering Hope:** At 15th level, you wield a steel mind and neigh unbreakable morals. When you succeed a Wisdom saving throw against a jutsu, you suffer no damage or effects. Additionally, when you are made to make a saving throw against a jutsu or hostile effect, you can choose to make a Wisdom saving throw instead of the intended save. This can be used a number of times per long rest equal to half your Proficiency Modifier, rounded down. **Living Ghost:** Upon reaching 18th level, you've nearly perfected the ***Spirit Transformation Technique***. Using this technique no longer requires concentration and it now lasts for up to 1 hour. Your Spirit Form movement speed is doubled and you can now travel up to 1 mile away from your physical body. Also, attacks made against you have disadvantage. \page ## Katō Clan Feats ### Lifeforce Chakra **Category:** Clan
**Prerequisites:** Kato Clan
The lifeforce you impart into your jutsu increases its potency. You gain the following benefits; - Increase your Intelligence or Wisdom score by 1, to a max of 20. - When you cast a Ninjutsu with the Medical keyword, you can expend a number of chakra die in addition to the chakra cost equal to the rank of the jutsu: *(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)*. When you do, you may enhance the jutsu in one of the following ways: - You roll all expended dice and distribute the total as temporary hit points among all creatures affected by the jutsu (including yourself). These temporary hit points last for 1 minute. - You roll all expended dice and add half the total as chakra damage to all creatures affected by the jutsu. ### Dan's Dream **Category:** Clan
**Prerequisites:** Kato Clan
Your wisdom, modesty, and unshaking ideals have led you this far in life, and nothing short of death will stop your dreams. You gain the following benefits; - Increase your Intelligence, Wisdom, or Charisma score by 1, to a max of 20. - You gain proficiency in Persuasion and you may use Wisdom instead of Charisma for checks made with this skill. - After every Long Rest, you gain a Will of Fire. - When you fall to 0 hit points while in combat, the closest ally within 60 feet of you that can see you gains a Will of Fire. ``` ``` ### Poltergeist **Category:** Clan
**Prerequisites:** Kato Clan, level 12+
Your use of the Spirit Transformation Technique impresses even the paranormal themselves. You gain the following benefits; - Increase your Intelligence or Wisdom score by 1, to a max of 20. - Your Possession DC increases by 2. When you possess a creature, you can cast jutsu it knows, if any, up to the same rank you can cast. You spend your chakra to do so. - Your Possession leaves a target drained and weak. As a bonus action while you Possess a creature, you can deal psychic damage to that target equal to your level, and regain Spirit Form Temp HP equal to half the damage dealt. This damage does not prompt a saving throw to break your Possession. - Double the distance your Spirit Form can travel from your body. - Your Spirit Form adds twice your proficiency bonus when calculating temporary hit points. ### Transcendent Medicine **Category:** Clan
**Prerequisites:** Kato Clan, level 4+
Your clan's natural inclination toward medical release grants you impressive healing potential. You gain the following benefits; - Increase your Intelligence or Wisdom, score by 1, to a max of 20. - You learn one jutsu with the Medical keyword at any rank you can cast. This does not count against your jutsu known. - When you cast a jutsu with the Medical keyword with a range of touch, you can extend that jutsu's range up to 30 feet. Additionally, if that jutsu targets a creature, you can target one additional creature other than yourself that's within range. You can use this ability twice per long rest. - When you cast a jutsu with the Medical keyword that deals Necrotic damage to a creature, that target also takes Chakra damage equal to your proficiency bonus. \page
##### Latent Katō | Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-----|:----:|:-------------| | **Latent Spirit Transformation Technique** | 5 | Beginning at 3rd level, you gain the Kato Clan *Spirit Transformation Technique* feature but its duration lasts for only 1 minute. | **Latent Spirit Transformation Technique I** | 5 |(You must have ***Latent Spirit Transformation Technique I*** ) Beginning at 7th level, you can activate your *Spirit Transformation Technique* as either an action or a bonus action. The distance your Spirit Form can travel from your body increases by 60 feet. Your Spirit Form adds double your proficiency bonus when calculating its temporary hit points. | | **Latent Spirit Transformation III** | 3 | (You must have ***Latent Spirit Transformation II*** ) Beginning at 18th level, using the *Spirit Transformation Technique* no longer requires concentration and it now lasts for up to 10 minutes. Your Spirit Form movement speed is doubled and you can now travel up to 500 feet away from your physical body. | | **Latent Spirit Walk I** | 5 | Beginning at 7th level, you gain the Kato Clan *Spirit Walk* feature but can use it once per long rest. | | **Latent Spirit Walk II** | 4 | (You must have ***Latent Spirit Walk I*** ) Beginning at 15th level, you can use *Spirit Walk* twice per long rest. You also gain a flying speed equal to your walking speed and can hover. | | **Latent Soul Possession** | 3 | (You must have ***Latent Spirit Transformation Technique I*** ) Beginning at 11th level, you gain the Kato Clan *Soul Possession* feature | |**Clan Feats**| 5 | You gain the ability to learn Clan Feats, with Kato Clan as a Prerequisite.
\page ## [Konjiki Clan (Original)](https://homebrewery.naturalcrit.com/share/LJMMO0C0s1FO) ***Creator:*** *Mr. Hey/Drachenheist*
*"I blinked once, then twice before realizing that I was still alive to blink and not buried miles below the surface. That’s when I heard it; Izumi was taking in short heavy breaths that sounded almost like she was wheezing. She had summoned an unbelievable amount of steel to stop the cavern from collapsing and saved us all. I started to let out my gratitude when she collapsed onto the ground. Sensei walked up to her and lifted her onto his back saying that he was proud to have such a strong student"*
*---Kamira Kaguya*
*The Long Road, Ch. 24 excerpt*
### Tempered Will The Konjiki is a clan from the village hidden in stones, a small village in the country between the lands of wind and earth, this clan is known for both their mercenary works in those great nations and their special affinity to the materialization of Yin and Earth chakra known as “Steel Release”. #### Konjiki Traits **Ability Score Increase:** +2 Int, +1 Str or Con
**Speed:** Your base walking speed is 30 feet.
**Skill Proficiencies:** Crafting, Ninshou
**Steel Release:** You begin with Earth Release Affinity.
**Earth Literacy:** Your Ninjutsu ability score is counted as being +2 higher, for the purpose of casting jutsu of B-Rank or higher with the Earth Release Keyword through any ability score restrictions (SHB, pg.104). #### Konjiki Features
 **Metal Techniques:** The Konjiki 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). **Earth Release Simplicity:** When creating or learning Ninjutsu with the ***Earth Release*** affinity reduce the time it takes to complete the task by half. This does not stack
with other similar effects. **Weapon Formation:** Beginning at 1st Level, as a bonus action you can mold your chakra into steel to create a steel weapon. You can create any weapon that you have seen before and that is made from a metal. All weapons you create with this feature have the *Returning*, *Thrown*, and *Finesse* properties and can only be used by you. You're considered proficient in any weapon created with this feature. Beginning at 3rd Level you can now form your steel to be softer to the point where you can form weapons like whips that are not commonly made out of steel. At 7th level, all weapons created with this feature
gain an additional +1 bonus to attack and damage
rolls. ``` ``` **Blood of the Earth:** Beginning at 3rd level, when you are wearing Light or Medium Armor you can use Intelligence in place of Dexterity for your Armor Class and you ignore difficult terrain while you are on land, always being able to sense the best possible path to take to navigate out of a less than optimal situation. At 15th level, while you are on land you gain a tremor sense of 60 feet. **Steel Release:** Beginning at 7th level, You have gained the ability to enhance normal Earth Release Jutsu by adding piles of steel into the earth. When you cast a jutsu with the Earth Release keyword, once per casting, you can choose to increase the damage die of the jutsu by 1 step (D4 \page ## Konjiki (OG) Clan Jutsu ### D-Rank #### Steel Release: Impervious Armor **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when you are targeted for an attack, would take damage, or make a Strength or Constitution saving throw.
**Range:** Self
**Duration:** 1 round
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Earth Release, Hijutsu
**Description:** You quickly turn your skin into a steel-like material before being hit. Until the start of your next turn, you reduce any damage received by your proficency bonus+your ninjutsu modifier. Lightning damage is unaffected by this damage reduction. You also gain temporary hit points equal to 2d8 + your ninjutsu ability modifier, and advantage on strength and constitution saving throws. **At Higher Rank:** For each rank for each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the temporary hitpoints gained by 2d8. #### Steel Release: Steel Projectile **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action.
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Earth Release, Hijutsu
**Description:** You create an object made of steel and launch it at high speed towards a target within range, make a ranged ninjutsu attack, dealing 3d8 earth damage on hit and reducing the result of their next saving throw by 1d4. **At Higher Rank:** For each rank for each rank you cast this jutsu above D-Rank, increase the
cost of this jutsu by 3 and the
number of attacks by 1. A
creature is only affected
by the saving throw
reduction once per
turn. ``` ``` #### Steel Release: Steel Telekinesis **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action.
**Range:** 30 feet
**Duration:** Concentration, Up to 1 minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Earth Release, Hijutsu
**Description:** You are able to command Steel from long ranges. You can lift objects made of or connected to steel of Medium size or lower. You can even use this to lift and move creatures wearing armor. You select 1 target creature within range wearing armor made of metal, forcing them to make a Strength Saving throw. On a failed Save they are restrained and moved up to 30 feet in any direction of your choice. On future turns if they are still restrained you can use your bonus action to move them up to 30 ft in any direction of your choice. A creature can attempt to remake the Strength Saving throw at the end of each of their turns to end being restrained. Additionally, if a creature is under the effects of **Steel Release: Steel Restraints ** they automatically fail the Str saving throw. **At Higher Rank:** For each rank for each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the number of creatures you can target by 1. #### Steel Release: Steel Restraints **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action.
**Range:** 60 feet
**Duration:** 1 minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Earth Release, Hijutsu
**Description:** You shoot out multiple shackles made of metal at a target creature within range, make a ranged ninjutsu attack dealing 2d8 earth damage and forcing the target creature to make a Strength saving throw or gaining the restrained condition. A creature can attempt to remake the Strength Saving throw at the end of each of their turns to end being restrained. Additionally, if a creature is under the effects of **Steel Release: Steel Telekinesis** they make the Strength saving throw at Disadvantage. **At Higher Rank:** For each rank for each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the number of creatures you can target by 1. \page ### C-Rank #### Steel Release: Steel Shield Technique **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, which you take when you or an ally are targeted by an attack or would take damage.
**Range:** 10 feet
**Duration:** 1 round
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Earth Release, Hijutsu
**Description:** You summon a wall of steel to intercept an attack targeting you or an ally within range. The Steel wall is 10-foot tall, 15 foot wide, and 1 foot thick. This wall acts as a Steel construct occupying a space of your choice within 10 feet of you, appearing right before an attack or jutsu would harm you. This has 8d6 Hit points, Resistance to all damage types except lightning damage. If the damage the wall receives would exceed its hit points, when you initially conjure it. The original target takes any remaining damage as normal and the wall is destroyed. The wall acts as a structure otherwise. It does not dissolve or vanish instead remaining until destroyed. **At Higher Rank:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the hit points of the wall by 2d6, and increase the Wide of the Wall by 5ft. #### Steel Release: Steel Spear **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** 1 round
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Earth Release, Hijutsu
**Description:** You conjure a massive spear made of steel before sending it flying towards a target creature within range, make a ranged ninjutsu attack, dealing 6d8 earth damage on a hit. If you score a natural 20, with this jutsu, the steel spear splinters and explodes, tripling the damage dice, instead of doubling them. **At Higher Rank:** For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the damage by 2d8. If this jutsu is casted at least at A-Rank this jutsu crits on 19-20. > ##### Kinzoku and an Alternate Konjiki > Blast here. When it comes to Steel Release,
there are actually quite a few options aside from this version of Konjiki. There is [Kinzoku](https://drive.google.com/file/d/1KGbwUMJlKIFzGCXGPcI5W8xPLDGRodIG/view?usp=sharing), a steel release branch clan inspired by the Legend of Korra series created by SilentComedy97 and Miles. There is also another take on the [Konjiki](https://homebrewery.naturalcrit.com/share/1nR5FrnnOZM9k9wsOnlO2DkRCagspkpeMsP4gbMZRlHtM) clan created by Dolor (unaffiliated with this version of Konjiki). If you are passionate about Steel Release, perhaps one of these clans may fit your needs better.) ``` ``` #### Steel Release: Thrusting Steel Emergence **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 ft (15 Foot Cube)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Earth Release, Hijutsu
**Description:** Choose a point you can see on the ground within range. A series of Steel pikes rocket upwards from the ground in a 15-foot cube. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 earth damage on a failed save, or half as much damage on a successful one. If a creature fails this save by 5 or more they gain 2 ranks of bleeding. **At Higher Rank:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the damage by 2d10. ### B-Rank #### Steel Release: Steel Suit **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, Up to 1 minute
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Ninjutsu, Earth Release, Hijutsu
**Description:** You wrap a thin sheet of metal around your body to greatly increase your defensive capabilities. You cannot lose concentration on this jutsu as a result of damage. For the Duration of this Jutsu you gain 12d10 Temp hit points. These Temporary Hit points reduce any damage taken by -5 excluding lightning damage. Additionally, while you have temporary Hit Points granted by this jutsu you are counted as an Earthen Construct and deal 1d10 additional damage on all unarmed and weapon melee attacks. When the temporary Hit Points provided by this jutsu reach 0 the jutsu ends.
**At Higher Rank:** For each rank you cast
this jutsu above C-Rank, increase the cost
of this jutsu by 3 and the temporary Hit
Point Dice by 2d10.
\page #### Steel Release: Binding Metal Chains **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (20 Foot Radius)
**Duration:** Concentration, Up to 1 minute
**Components:** Hs, CM
**Cost:** 14 Chakra
**Keywords:** Ninjutsu, Earth Release, Hijutsu
**Description:** You focus your chakra deep underground creating a huge amount of steel before dozens of steel chains launch outside of the surface attempting to restrain those you command them to. Each creature within range that you select must make a Dexterity saving throw. On a failed save the target takes 4d8 earth damage and is restrained by your chains. For the remainder of the Jutsu if a creature enters the range of your chains or starts there turn in the range of the chains while not already being restrained by the chains you may choose for them to make a Dexterity saving throw or become restrained and take 4d6 damage. A creature can attempt to stop being restrained by the chains by making a Strength Saving throw at the end of each of their turns to end being restrained. The area taken up by the chains is counted as difficult terrain. **At Higher Rank:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and the radius by 10 feet and the damage by 2d8 and 2d6 respectively. ``` ``` ### A-Rank #### Steel Release: Metal Prison **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Permanent
**Components:** Hs, CM
**Cost:** 20 Chakra
**Keywords:** Ninjutsu, Earth Release, Hijutsu
**Description:** You constrict and bind a creature with metal, choose one creature in range, they must make a Strength saving throw, being Restrained by the metal prison and unable to cast jutsu with the HS component on a failed Save. The metal prison has an AC equal to your Ninjutsu Save DC and 200 Hit Points. The metal prison is resistant to all damage excluding lightning damage. A creature can attempt to remake the Strength Saving throw at the end of each of their turns to end being restrained. Each time a creature fails the strength saving throw the DC increases by 4 to a max of +20. \page ## Konjiki (OG) Clan Feats ### Corroded Steel **Category:** Clan **Prerequisites:** Konjiki Clan You have learned how to add medical chakra to your steel. You gain the following benefits; - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - You can learn and add Jutsu with the Medical Keyword to - Konjiki clan Hijutsu gain the Medical Keyword. - You may convert half of a Konjiki Hijutsu’s damage die to poison damage. ### Improved Steel Weapons **Category:** Clan **Prerequisites:** Konjiki Clan, Level 4+ You have trained to improve the strength of your Yin chakra to make your Steel Weapons stronger and more durable. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, to a maximum of 20. - All of your Steel weapons you would create are counted as +2 for determining if they would be destroyed or harmed by a jutsu or enemy feature. - You can use Intelligence in place of your Strength modifier for weapon attacks using your Steel weapons. - You may cast bukijutsu using your Intelligence Modifier instead of your Strength modifier a number of times equal to your Intelligence modifier per short rest. ``` ```


















### Steel Smith **Category:** Clan **Prerequisites:** Konjiki Clan, Level 8+
After countless weapons being forged in rapid battles, you’ve managed to make them even faster than before, even carving intricate seals into the metal. You gain the following benefits; - Increase your Intelligence score by 1, to a maximum of 20. - You gain proficiency in crafting. If you already had proficiency in crafting you instead gain expertise. - If you would cast a jutsu with the weapon component and you are not currently holding a weapon you may make a steel weapon as a free action. - When you select this feat select 2 D-Ranks or 1 C-Rank seals. All steel weapons you create are counted as having those seals. ### Superior Steel **Category:** Clan **Prerequisites:** Konjiki Clan, Level 12+
Your Yin Release has reached a level where all your earth release jutsu have overcome the historic weaknesses of the element. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, to a maximum of 20. - Hostile Creatures cannot ignore any difficult terrain created by jutsu with the Earth Release Keyword. - When clashing with a jutsu with the Earth Release Keyword you can never roll at disadvantage. Additionally, if you would roll at advantage you instead roll 3d20 taking the highest result. - Konjiki Clan Jutsu you cast, that does not have resistance to Lightning Damage, gain resistance to lightning damage. \page
##### Latent Konjiki (OG) | Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-----|:----:|:-------------| | **Latent Steel Release I** | 2 | Beginning at 7th level, when you cast a jutsu with the Earth Release keyword, you can, once per casting, choose to increase the damage die by 1 step, up to a d12, or gain a +1 bonus to attack rolls. | | **Latent Steel Release II** | 3 |*(You must have **Latent Steel Release I**)* Beginning at 7th level, reduce the cost of Konjiki hijutsu by -1. | | **Latent Steel Release III** | 3 |*(You must have **Latent Steel Release II**)* Beginning at 11th level, when you cast a jutsu with the Earth Release keyword that creates a construct, you can spend an additional amount of chakra equal to the rank of the jutsu cast *(D/C-Rank: 3, B/A-Rank: 5, S-Rank: 7)*. When you do, the construct gains a +1 bonus to AC and loses any vulnerability it may have to lightning. | | **Latent Weapon Formation I** | 1 | Beginning at 1st level, as an action you can mold your chakra into steel to create a *Steel Weapon*. You can create any weapon that you have seen before and that is made from a metal source. All Steel Weapons have the Returning, Thrown, and Finesse properties to you and use the damage die of the weapon they resemble. You are proficient with all weapons you conjure with this latent.| | **Latent Weapon Formation II** | 2 | *(You must have **Latent Weapon Formation I**)* Beginning at 3rd level, you may summon a steel weapon as a bonus action. You can now form your steel to mimic non-metalic weapons such as whips. | | **Latent Weapon Formation III** | 3 | *(You must have **Latent Weapon Formation II**)* Beginning at 11th level, you gain a +1 to attack and damage rolls with steel weapons you make with this feature. | | **Latent Reinforced and Pressurized I** | 2 | Beginning at 11th level, when you cast a jutsu with the Earth Release keyword that creates a construct or gives Temporary Hit Points, the construct or the target creature gains an additional amount of Temp Hit Points or Hit Points equal to your proficiency bonus.| | **Latent Reinforced and Pressurized II** | 3 | *(You must have **Latent Reinforced and Pressurized I**)* Beginning at 18th level you instead add half your character level. | | **Latent Reinforced and Pressurized III** | 2 | *(You must have **Latent Reinforced and Pressurized II**)* Beginning at 18th level you instead add your full character level. | |**Latent Blood of the Earth I** | 2 | Beginning at 3rd level, when you are wearing Light or Medium Armor you can use Intelligence in place of Dexterity for your Armor Class and you ignore difficult terrain while you are on solid land. | |**Latent Blood of the Earth II** | 2 | *(You must have **Latent Blood of the Earth I**)* Beginning at 15th level, you gain 30 feet of tremor sense. | |**D-Rank Hijutsu**| 2 | You gain the ability to learn D-Rank Konjiki Clan Hijutsu.| |**C-Rank Hijutsu**| 2 |*(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Konjiki Clan Hijutsu.| |**B-Rank Hijutsu**| 3 | *(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Konjiki Clan Hijutsu.| |**A-Rank Hijutsu**| 3 | *(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Konjiki Clan Hijutsu. |**Clan Feats**| 5 |You gain the ability to learn Clan Feats, with Konjiki Clan as a Prerequisite.
\page ## [Kurashi Clan](https://drive.google.com/file/d/1nz7EpNXGCFn-p8B0SyqqUpD-JlhqQmTS/view) ***Creator***: *Blasteroid*
*"Just stay calm Keiko, I'll get you back to your parents safe." The detective says to a young girl as they quietly jump down to an alleyway pervaded by rain under a cloudy night sky. "I'm scared." The girl weeps softly, but just as her tears come the alleyway is suddenly surrounded by her kidnappers, a rebel organization known as a Dosomu, trying to gain leverage in the city's government by kidnapping the daughter of the mayor. The girl whimpers and covers her face in fear as the detective takes a protective stance. "Now hot shot, you give us back the girl and we promise to kill you qui-" A flash of red light glosses over the detective's eyes as the lead kidnapper notices the shadows in the alleyway begin to move. Suddenly, multiple beasts of shadow form and attack all kidnappers, driving them back into the darkness. The girl opens her eyes as she hears the kidnappers scream, but these screams quickly fade, and a small creature of shadow gently wipes away the girl's tears before morphing into a small wolf beneath her feet, lifting the girl on its back. "I made you a promise Keiko." The detective says. "You'll get home safe." *
----Yuri Nara
*The Long Road, Ch. 30 excerpt.*
### Seekers of Truth Believed to be descendents of the Nara clan, or to at least have a close history with the Nara, the Kurashi are a clan that primarily resides within the Land of Fire, though they can be found in most of the 5 Great Nations as private investigators or police detectives. The Kurashi utilize techniques using shadows, manifesting jutsu that seemingly use spirits and other supernatural forces to aid them in finding the truth. #### Kurashi Traits **Ability Score Increase:** +2 Int or Wis or Cha, +1 Con
**Skill Proficiencies:** Acrobatics, Sleight of Hand
**Speed:** Your base walking speed is 30 feet.
**Photographic Memory:** You can accurately recall anything you have seen, heard, or read within the past 3 months.
#### Kurashi Features   **Kurashi Clan Jutsu:** The Kurashi 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. **School of Academia:** As a Kurashi, you are taught methods to conduct a proper investigation. Starting at 1st level, select one of the following schools. Each school is based a single mental attribute (Intelligence, Wisdom, Charisma) and grants the following benefits; - **School of Intelligence:** This school places an emphasis on deductive reasoning and logical analysis. When learning Skill category feats using Downtime, reduce the downtime needed by 1/3rd your proficiency bonus. - **School of Wisdom:** This school places an emphasis on observation and careful study. You gain a bonus to Passive Perception and Insight equal to your Wisdom modifier. - **School of Charisma:** This school places emphasis on leadership. You gain the **Well Connected** trait.
 ○ *Well Connected:* *Within an hour in a new
    town or city, you are able to locate and build
    connections to gain access to many kinds of
    resources, such as Lodgings, information regarding a
    person or object of interest, and where to purchase
    goods, both legal and illegal.* ___ In addition to the specific benefits of each school,
you gain proficiency in all skills associated with the
chosen mental attribute, as well as being treated as
having expertise for the purpose of qualifying for ***Skill
Based Actions*** made with this attribute. Lastly, you gain access to a list of ***Skill-Based Actions*** exclusive to the Kurashi clan, listed at the end of this clan. You know a number of these Skill-Based actions equal to half your proficiency bonus, rounded up. Each Kurashi Skill-Based Action has a specific ***School of Academia*** attributed to it. While you do not need to have a specific school to acquire a Kurashi Skill-Based action, if you possess the attributed school, you may perform the Skill-Based Action as a bonus action (if it can be performed as an action) and cannot make checks with it at disadvantage. At 15th level, you select a second school for this feature. **Umbral Channeler:** Also at 1st level, you have become adept at using your intellect and shadows to manipulate the chakra needed for Kurashi Hijutsu. You may cast Kurashi Hijutsu using any ability modifier that you have focused on with your ***School of Academia*** feature, in place of your normal jutsu casting modifier. \page  **Intuitive Investigator:** Starting at 3rd level, when you would make a check using the mental ability score attributed to your ***School of Academia***, you add a +1d4 bonus to the result if you are engaged in a social encounter, or a flat +2 bonus if the check is made in combat. At 11th level, this bonus increases to a +1d6 and +3 respectively. At 18th level, this bonus increases to +1d8 and +4 respectively. **Preternatural Awareness:** Starting at 3rd level, you begin to develop a sense for detecting the unnatural. A number of times equal to half your proficiency bonus (rounded up) per long rest, you may as an Action send your shadows out in a radius around yourself, equal to 20 times your proficiency bonus in feet. Your shadows are able to detect the presence of a non-human creature type within the radius, such as an Aberration, Beast, Celestial, Demon, etc. This does not tell you their exact location, but will inform you which creature type(s) you are detecting and their general direction. This feature can also be used to detect if there was recent paranormal, magical, or chakra based activity within an area or an object, and may illustrate a faint towards whatever person or thing caused these effects. A creature under the effects of the ***Suppress Chakra***, ***Skill Based Action***, or a Sensory jutsu, feature, or trait that would hide their presence (such as the *Nondetection* jutsu), is undetected by this trait. At 18th level, such effects no longer inhibit you from detecting a creature or presence. At 7th level, you do not need to spend a use of this feature to automatically detect a creature's creature type. You simply require direct eye-contact. **Paranormal Vision:** Starting at 7th level, your ability to sense the paranormal grows. You gain 60 feet of Darkvision. This Darkvision is unique in that it allows you to interact and communicate with spirits and other supernatural entities that most eyes cannot detect. At 15th level, you instead gain 120 feet of Darkvision. You also gain 60 feet of chakra sight, and are immune to effects that would alter your visual perception (This does not make you immune to Genjutsu with the visual keyword, but you will always be aware if such a jutsu is affecting you and can attempt to dispel it, even if the jutsu normally disallows it). ``` ``` ## Kurashi Clan Jutsu ### D-Rank #### Haunting Darkness **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (20-foot radius)
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Genjutsu, Visual, Auditory, Tactile
**Description:** A large shadow begins to expand from your feet and haunting sounds can be heard by other creatures as it nears them. All creatures within range must make a Wisdom saving throw. You impose a -1 penalty if this jutsu is cast during Sundown/Twilight, and a -2 penalty if this jutsu is used during Night. These penalties only apply to this jutsu's initial saving throw. Affected creatures may reattempt their saving throw at the end of each of their turns. ___ - **Critical Success:** Affected creature is able to resist this jutsu's effects. - **Success:** Affected creature is able to resist most of this jutsu's effects, being slightly shaken and reducing their movement speed by -10 feet until the end of their next turn. - **Failure:** Affected creature sees their worst fears begin to manifest and take form from the shadow beneath them. For the duration, they are Frightened and Slowed, and take 3d4 psychic damage at the start of each of their turns. - **Critical Failure:** Same effects as a failure, plus an additional rank of Fear and Slowed for the duration. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the radius by 5 feet, and the damage by 3d4. #### Umbral Strike **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Taijutsu, Fuinjutsu
**Description:** You manifest a limb of a creature of darkness over your arm as you target a creature within range for an attack. Make a ranged Ninjutsu attack. You may perform a melee Ninjutsu (or Taijutsu) attack if the target is within 10ft. On a hit you deal 3d8 force damage. If you choose to deal a melee attack, increase the damage dealt by your unarmed damage. Also on a hit, you may use one of the following ***Skill-Based Actions*** (**Shove**, **Steal**, **Trip**). You may use your Ninjutsu ability modifier for these Skill-Based Actions. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If cast to C-Rank or higher, increase the damage of this jutsu by 1 step. If cast to B-Rank or higher, increase the number of attacks by +1. If cast to A-Rank or higher, increase the damage die of this jutsu by 1 step. If cast to S-Rank, increase the number of attacks by +1. \page #### Shadow Leap **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Movement Speed
**Duration:** *Special*
**Components:** HS, CM, CS
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** You conjure a beast of shadow and momentarily merge with it, becoming a living shadow as you teleport to a source of darkness within range. If you teleport to a space that is not within 10 feet of any hostile creature, you may immediately take the ***Hide*** action as part casting this jutsu, making your Stealth check at advantage. You may use your Ninjutsu ability modifier in place of Dexterity for this check. If you succeed, for the next minute (concentration) you do not produce sound while you remain in stealth, and as a bonus action on subsequent turns you may teleport with this jutsu again and immediately ***Hide*** once more with no need for additional Stealth checks. Alternatively, if you do teleport to a space within 10 feet of a creature, you do not immediately ***Hide***. Instead, the next attack you make against the closest target before the end of the current turn is made at advantage and deals an additional 2d10 force damage, once per casting. On a hit, you gain the benefits of the Disengage action. This jutsu then ends. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the damage by 1d10. #### Awaiting Penumbra **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** *Special*
**Components:** HS, CM, CS
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Sensory
**Description:** You attempt to invade another creature's shadow, commanding one of your creations to lie in waiting. Select one creature within range. The range of this jutsu is doubled during Sundown/Twilight and tripled during Night. Casting this jutsu does not break stealth. Make an Illusions skill check at advantage vs the target's passive perception. On a success, your shadow hides within the target's shadow, and your target is unaware this has occurred. This jutsu fails against Nara targets or targets that do not have a shadow. Also on a success, choose between ***Umbral Revenge*** or ***Umbral Stalk*** starting from your next turn. If you do not declare an effect within the next minute, this jutsu ends early. - **Umbral Revenge:** As a bonus action, you command your creation to emerge from the target's shadow and attack. Make a melee Ninjutsu attack, dealing 1d12 + your Ninjutsu ability modifier in force damage and imposing a Wisdom saving throw on a hit. On a failure, the target is Dazzled and Blinded until the end of their next turn. The first time this effect is used on a target per long rest, the target is Surprised for the duration of the attack. This jutsu then ends. - **Umbral Stalk:** You decide to have your shadow remain with the target. This jutsu's duration becomes 24 hours and for the duration, you are aware of whether the target is conscious as well as their general direction. At any point, you may as a Full Turn Action manifest your shadow from underneath the target. For the next minute, you are blinded to your surroundings, and instead see through the eyes of your Shadow Beast, controlling it. The Shadow Beast has 1 hit point, an AC equal to your Ninjutsu Save DC, and 60 feet of movement speed. The Beast shares your ability scores, skill proficiencies, and Kurashi clan features. You may have your Beast explore and interact with the environment for the duration. After the duration concludes, the Beast is dispelled and this jutsu ends. **At Higher Ranks:** For each rank cast above D-Rank, increase the cost of this jutsu by 3, the damage by 1d12, and the number of targets by +1 (You decide to use ***Umbral Revenge*** or ***Umbral Stalk*** for each creature; Only one creature can be targeted by ***Umbral Stalk*** at a time.) If cast to B-Rank, the Shadow Beast cannot be detected by jutsu with the Sensory keyword. ### C-Rank #### Spectre Aegis **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, which you take when you take damage or fail a saving throw
**Range:** Self
**Duration:** 1 Round
**Components:** HS, CM
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** You deploy your monstrous shadows to protect you from harm. Until the start of your next turn, you gain a +3 bonus to AC and a +2 bonus initial saving throw made. Also, once per casting, select one of the following effects; - **Lash Out:** If the triggering creature you activated this jutsu against is within 20 feet of you, you can command your shadows to lash out. Make a melee Ninjutsu attack against the target, dealing 2d8 necrotic damage. On a critical hit, the target gains 1 rank of bleeding and is knocked back 15 feet. - **Strengthen Self:** You command your shadows to strengthen your defenses even more. Increase the bonus to AC and saving throws by +1, and gain 2d8 temporary hit points for the duration. - **Support Allies:** An altruistic command. You command your shadows to protect your allies instead of yourself. A number of allies, other than you, equal to your Ninjutsu ability modifier, gain the benefits of this jutsu as if you chose **Strengthen Self**. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the chakra cost by 3, and the damage or temporary hit points by 2d8. If cast to B-Rank or higher, when you use **Lash Out** gain a +1 bonus to critical threat range. If cast to A-Rank or higher, increase the number of attacks made with **Lash Out** by +1. If cast to S-Rank, gain an additional +1 to critical threat range with **Lash Out**. \page #### Call to the Void: Lesser Shade **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM, CS
**Cost:** *Special* (9 Chakra)
**Keywords:** Hijutsu, Ninjutsu, Genjutsu, Fuinjutsu
**Description:** You weave signs and command your shadow to split, the fragment moving up to 30 feet away from you and forming into a ***Lesser Shade***. A Lesser Shade is a creature of your own description, and uses the following statistics; If this jutsu is cast during Sundown/Twilight, gain advantage on checks to maintain concentration. If cast during Night, gain the aforementioned effect, and when you roll for concentration, you may pay 1/3rd this jutsu's chakra cost to maintain concentration automatically. The Lesser Shade is proficient in all saving throws, uses your Ninjutsu (or Genjutsu) Attack Bonus and Save DC, and can be commanded as part of summoning it and as a bonus action on subsequent turns. When you first summon the Lesser Shade, you designate its ***Focus***. Select from one of the following below. ***Companion Focus.*** Your Companion Shade is geared to assistance and is of Large size. It gains a +20 bonus to movement speed, ignores difficult terrain, and shares your skill proficiencies, and it may carry any creature of medium size or lower without any reduction to its movement speed. ***Guardian Focus.*** Your Guardian Shade is geared towards protection and is of Medium size. It produces a 15-foot aura that grants all allies (other than itself) within it +3 DR. The Lesser Shade may, as a reaction, redirect an attack made against an ally (other than itself) within 15 feet towards itself. When it does so, it reduces the damage by 3d8. ***Warrior Focus.*** Your Warrior Shade is geared towards combat and is of Medium size. It gains a +1 bonus to attack and damage rolls with its weapons and an additional 15hp. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the hit points of the Lesser Shade by 3d6+8. If cast to A-Rank, you may summon a second **Lesser Shade**. This new Lesser Shade must have a different Focus. You can command this new shade at the end of your turns, as opposed to a bonus action.
``` ``` ___ > ## Lesser Shade > X construct, Unaligned, Proficiency bonus = Ninjutsu or Genjutsu ability modifier (pick one) > ____ > - **Armor Class**: 16 + Proficiency bonus > - **Hit Points**: 50 (10d6 + 15) > - **Speed**: 40ft. > ___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|18 (+4)|14 (+2)|1 (-5)|10 (+0)|1 (-5)| > ___ > - **Damage Vulnerability** Damage dealt from sources that are also accompanied by bright light. > - **Damage Resistances** Necrotic > - **Damage Immunities**: Psychic > - **Condition Immunities**: All ***Mental***/***Sensory***, Stunned, Poisoned > - **Senses**: Blindsight 30ft., Passive Perception > ___ > ***One with the Void.*** When summoned during Sundown/Twilight, gain 15 temporary hit points. When summoned during Night, gain 30 temporary hit points and increase all ability scores by +2. > > ***Void Form.*** The Lesser Shade is immune to any Jutsu or effect that would alter its form, and cannot be dispelled or controlled by any jutsu of a rank less than the rank this jutsu was cast at. > > ***Void Weapons*** The Shade's attacks are chakra enhanced. > > ___ >***Multiattack***: The Shade makes two attacks. > >***Shade Strike***: *Melee Weapon Attack:* reach 10 ft., one target. Hit: 1d10+4 force or cold damage (pick one). On an attack roll of 16-20, the target is knocked back 10ft (the Shade may move with the target for free). #### Shadow Dragon **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot radius)
**Duration:** Instant
**Components:** HS, CM, CS
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Genjutsu, Visual, Tactile, Fuinjutsu, Medical
**Description:** You pull from the darkness around you and manifest the head of a hungry "dragon" above you. This starving dragon hungers and blesses those who feed it. All hostile creatures within range, up to an amount equal to your Genjutsu ability modiifer must make a Wisdom saving throw as the dragon opens its mouth and begins to feast upon their shadows. Creatures that do not have a Shadow, or who are of the Nara clan, automatically pass this saving throw. On a failed saving throw, the target is Dazed and has their movement speed halved until the end of their next turn. The dragon then exhales, releasing a spores of mending shadow. All allied creatures within range recover a total of 4d6+4 hit points (divide these hit points amongst all allied creatures). For each hostile creature who failed their saving throw, increase the hit point total by 1d6+2. \page







### B-Ranks ####   Chimeric Adumbration     **Classification:** Hijutsu
     **Rank:** B-Rank
     **Casting Time:** 1 Action
       **Range:** 30 feet
        **Duration:** Concentration, up to 1 Minute
       **Components:** HS, CM, CS
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Ninjutsu, Genjutsu, Fuinjutsu
**Description:** Using your own creativity, you channel your shadows into various different forms, manifesting a multitude of different abilities. As part of this jutsu's casting, you may use any of the following abilities. For the duration of this jutsu, you may use any of these abilities as action or bonus action. During Sundown/Twilight, gain advantage on concentration checks. During Night, damage cannot make you lose concentration. These effects only apply to this jutsu. - **Umbral Breath:** You breathe a wave of purple flame in a 30-foot cone originating from yourself. All creatures in range must make a Dexterity saving throw. **Success:** Half damage, no effects. **Failure:** 5d12 force, Dazed, Dazzled. The affected area becomes difficult terrain for 1 minute. - **Umbral Claw:** You manifest a claw of shadow. Make a melee Ninjutsu (or Genjutsu) attack, dealing your unarmed damage + 4d10 force damage. This damage deals double damage to structures, constructs, and objects. On a hit you create a minor ripple in space, causing all targets other than you within 10 feet to
  succeed a Strength saving throw or be pulled up to
    10 feet closer to where the target was hit. -       **Umbral Tentacle:** You manifest a tentacle over
      your arm. Make a ranged Ninjutsu (or
       Genjutsu) attack up to 60ft.
        On a hit, the target is
  restrained and you may throw them up
to 30 feet in any direction. - **Umbral Spores:** You produce toxic spores. Select a
point within 90 feet. All creatures within a 20-foot
cube must make a Wisdom saving throw. **Success:**
Half       damage, no effects. **Failure:** 10d4 psychic
     damage, Confused. ``` ```









#### Reach of Shadows **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Full Turn Action
**Range:** Self
**Duration:** 10 minutes
**Components:** HS, CM, CS, NT (*Special*)
**Cost:** 10 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Sensory
**Description:** A signature jutsu useful for deriving information while all means to acquire the info seem lost. To cast this jutsu, you must be standing near a location where a creature died within the past 72 hours. You weave a single sign, conjuring two creatures of shadow to dive into the abyss below where blood was split. Make an Insight or Investigation check vs a DC equal to 10 + the creature's level (Only your DM is aware of DC value). On a failure, this jutsu fails as your monsters of shadow come back with nothing. On a success, your monsters drag the soul of the creature that was killed through the void, holding them aloft in the air, restrained. The soul of the creature cannot be damaged and cannot take        any actions, but can speak as it has its full           intelligence and memory. This jutsu fails if         the targeted soul is sealed by some effect        or *thing*.          Every minute, the soul can attempt a          Charisma saving throw to break free.           While conversing with the spirit, twice           per casting you can command your          shadows to slightly harm the soul to         intimidate it, giving you or     an ally advantage on your next    Wisdom or Charisma check.    Once this jutsu ends or the soul breaks    free, it returns to the spirit realm and    cannot be affected by this jutsu again. \page ### A-Rank #### Call to the Void: Deific Shade **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 120 feet (90-foot radius)
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM, CS
**Cost:** 18 Chakra
**Keywords:** Hijutsu, Ninjutsu, Genjutsu, Fuinjutsu
**Description:** You weave signs and command your entire shadow to move up to 120 feet from you. For the duration of this jutsu, your movement speed is halved. Your shadow erupts into a gaseous maniacal being that expands in a 90-foot radius. This being represents a Kurashi's deepest fears and repressed emotions. When you would make a concentration check for this jutsu, you may spend 6 chakra to automatically succeed the check. All creatures inside this radius cannot be seen from outside of it (and likewise, creatures within cannot see out of it). All creatures inside this radius (other than you) cannot take the Dash, Hide, or Disengage actions and have their speed reduced by -20 feet. At the start of your turns, all hostile creatures must make a Charisma saving throw; Targets make this saving throw with a
-1d4 penalty if this jutsu is used
during Sundown/Twilight, or, if at
Night, at
disadvantage. ___ - **Success:** Targets
take half as much
damage (9d8) and
gain 1 rank of Fear
until the end of their
next turn. - **Failure:** Targets take
9d8 psychic damage
and gain 2 ranks
of Fear and Slowed until
the end of your next turn. - **Critical Failure:** Targets take
10d10 psychic damage and
gain 3 ranks of Fear and
Slowed until the end
of your next turn. ``` ```   Additionally, while this jutsu is active treat all other Kurashi Hijutsu as being cast during Night, and if any ***Lesser Shades*** are present from the **Call to the Void: Lesser Shade** Hijutsu, they become ***Greater Shades***. ***Greater Shades*** gain a +2 bonus to all ability scores (up to a maximum of 22), and gain an extra 20 hp. They also gain additional benefits, depending on their focus. - **Companion Focus:** The Companion Shade gains a flying speed equal to its movement speed and may carry up two medium or smaller creatures. All creatures riding recover 2d10 hit points at the start of each of their turns. - **Guardian Focus:** The Guardian Shade gains resistance to all damage and when it would interpose an attack, it may make one attack using ***Shade Strike*** against the triggering creature. - **Warrior Shade:** The Warrior Shade gains a +1 to attack and critical threat range, and increases the damage die of its weapons by +1. It may also make three attacks with the Multiattack trait. Once this jutsu ends, you must make a flat d20 check. You cannot add any modifiers to this check. If your result is 11 or less, you fall prone and are Dazed until the end of your next turn, as you begin to have a seizure. If you succeed, you are
     Concussed, but are otherwise stable. Regardless
   of your result, gain 1 rank of Fear against yourself. \page
## Kurashi Skill-Based Actions ### Skill Action: Analyze Creature **Attributed School:** School of Wisdom
You attempt to see through a target's facade and learn their true strengths, weaknesses, and aspects of character. As an action, make a Wisdom ability check vs a DC equal to 8 + the target's rank (E-Rank: 0, D-Rank: 1, C-Rank: 2....). On a success you learn one of the following pieces of information, plus an additional piece of info every every 3 you succeed by. - You learn the target's highest ability score. - Any one item they possess of the highest emotional or material value, or relevance to the situation at hand. - Any emotions the creature is attempting to conceal, such as anger, love, stress, etc. You also learn if they lied to you. - A personality trait you can exploit. - You learn the creature's greatest weakness such as a vulnerability or a more specific weakness (DM discretion). ### Skill Action: Columbo Method **Attributed School:** School of Charisma
You have studied the work of former Kurashi detectives and have cracked the code of interrogation. Good charisma and clever wordplay. While out of combat, you may use this action in one of two ways, **Good Cop** or **Bad Cop**. *(DC = 13 + (3 x the target's rank))* If you fail to use this action, you must wait 1 minute before you can attempt it again on that creature. - **Good Cop:** You attempt to persuade a target to give you the info you need with your good charm. Make a Performance or Persuasion skill check. If Performance, you pull out a convient item that the target likes, such as a can of soda. If you Persuasion, you pretend to be on their side and understand their point of view. **Success:** You perform the *Make an Impression/ Request* Skill-Based action as if you passed by 10+, and the target is, unbeknownst to them, Charmed for 1 hour. While Charmed this way, you gain advantage on all Performance /Persuasion checks against them. - **Bad Cop:** You attempt to intimidate your target either through pain or by sowing doubt. Make a Deception or Intimidation skill check. If Deception, you slander and berate your target, perhaps accusing them of a falsehood. If Intimidation, you manifest a creature of shadow to quickly attack the target, such as bashing their head into a desk (the target gains 1 rank of bleeding). **Success:** You perform the *Coerce* Skill-Based Action as if you succeed by 10+, and the target is, unbeknownst to them, Frightened for 1 hour. While Frightened this way, you gain advantage on all Deception/Intimidation checks on them. ### Skill Action: Deduce Path **Attributed School:** School of Intelligence
You carefully lay out all the facts in front of you and decide what your next course of action should be. If in a situation where you are unsure how to proceed, you may make an Intelligence ability check as an action vs a DC equal to 12 + the rank of mission you actively participating in *(No Mission/ E-Rank: 0 D-Rank: 1, C-Rank: 2...)*. On a success, you may ask your DM for advice on how to proceed in one of two ways. You may ask your DM a question, to which they can provide a yes or no answer. Alternatively, you may allow your DM to give you a hint in the form of a single sentence (The higher your result, the less vague the hint should be). You may use ***Deduce Path*** twice per full rest, with the 2nd use before a full rest increasing the DC by +5. ### Skill Action: Study Object/Area **Attributed School:** School of Wisdom
Over the next 10 minutes, you calm your breathing and carefully begin to comb through an object or area, analyzing every crevice and minute detail until its story is revealed to you. If studying an area, the area cannot exceed 10 times your proficiency bonus (ft). Make a Wisdom ability check vs. a DC equal to 10 + the rank of mission you actively in *(No Mission/E-Rank: 0, D-Rank: 1, C-Rank: 2....)* On a success, if observing an object, you learn where the object was made, who previously owned this object, how it found its way into your possession, and one significant personality trait about its previous owner. If you were observing an area, you can determine the types of people who utilize this room, the room's purpose, the routine of events that normally occur in this room and any deviations in this routine that may have recently occurred (Such as a fight, presence of a foreign entity, etc). You also learn of any secret entrances or contraptions that may exist. ### Skill Action: Suppress Disruption **Attributed School:** School of Intelligence
You detect that you and your allies abilities are being suppressed by a target and act to stop it. When you suspect a hostile creature possesses or is utilizing a feature, jutsu, or trait that would negatively affect d20 rolls made by you or your allies in some way (Ex. Disadvantage, penalties, etc), you may make an Intelligence ability check as an action vs. a DC of 8 + the creature's rank *(E-Rank: 0, D-Rank: 1, C-Rank: 2....).* On a success, you learn of all features, traits, and jutsu the target has that are causing these penalities and are able to prevent one of these abilities from activating for the next minute. If another hostile creature would possess/activate the same ability, they also cannot utilize it for the duration. Once you succeed this check, you must wait 1 hour or spend 1 Hit Die before you can use ***Suppress Disruption*** again. ### Skill Action: Uplifting Shadows **Attributed School:** School of Charisma
You summon forth multiple shadows to aid your allies in their course of action, as well as bolster their vigor, as an Action or Reaction. You may use ***Uplifting Shadows*** a number of times equal to half your proficiency per long rest, rounded up. **Action:** Make a Charisma check vs. a DC of 10 + the number of allies within 30 feet of you wish to assist. **Success:** all allies gain the benefits of the ***Help*** Action for their next attack roll or skill check. **Reaction:** When you roll for initiative, make a Charisma ability check vs a DC of 10 + the level of the creature with the highest level (your DM does not need to tell you this value, just if you passed or failed). **Success:** All allies roll your ***Intuitive Investigator*** dice bonus. They increase their initiaitive by the result and gain temporary, hit points and chakra points, equal to four times the result.
\page ## Kurashi Clan Feats ### Kurashi Armament Training **Category:** Clan
**Prerequisite:** Kurashi Clan
You learn of another School of the Kurashi clan where clan members are trained to utilize weaponry as opposed to investigative technique. You decide attending this school would be in your best interest. Gain the following benefits; - You gain proficiency in Matchlock Rifles and Matchlock Pistols. These weapons become known as ***Kurashi Armament*** for you. - On a rest, you may choose to modify a ***Kurashi Armament*** to improve its usability at the cost of its lethality. If you do, until your next rest your chosen ***Kurashi Armament*** loses the Volatile property, but reduces its damage die by -1. - When you would run out of ammunition for a ***Kurashi Armament***, you may as a bonus action spend 3 chakra to summon a creature of shadow to replenish the weapon's ammunition, giving you a new stack of ammunition which lasts for 10 minutes or until fully used up. - Once per turn, when you would declare an attack with a ***Kurashi Armament***, you may make a **Shadow Attack**. When you make a **Shadow Attack**, a creature of shadow emerges and amplifies the attack, giving it one of the following effects. Each effect requires you to spend a 5 chakra to take effect. - **Binding Shadow:** On a hit, your Shadow Attack bursts. The target must succeed a Charisma saving throw against your Ninjutsu, Taijutsu, or Genjutsu Save DC (pick one) or become Restrained and Blinded until the end of their next turn as creatures of shadow erupt from your attack and bind them. - **Culling Shadow:** Your Shadow Attack is split in two. Select one other target within range of your ***Kurashi Armament***. If your attack matches or exceeds their AC, they take half the attack's damage. - **Piercing Shadow:** Your Shadow Attack is made at advantage and on a hit, you bypass all damage reduction and temporary hit points the creature may have. ### No Stone Left Unturned **Category:** Clan
**Prerequisite:** Kurashi Clan, Level 8+
You return to your studies at schools of the
Kurashi clan and work to excel in a new field.
You gain the following benefits; - Increase your Intelligence, Wisdom, or
Charisma score by +1, to the maximum of 20. - You gain access to another **School** from your
***School of Academia*** feature. - Select one **School** from your ***School of Academia*** feature. You gain proficiency in the saving throw
attributed to your chosen school's attribute. At 16th
level, you may select a second school's saving throw to become proficient in. ``` ``` ### Shadow Weaver **Category:** Clan
**Prerequisite:** Kurashi Clan, Level 4+
You study the strange jutsu techniques of the Kurashi clan and focus on gaining the utmost efficiency out of your "creatures" of shadow. You gain the following benefits; - Increase your Intelligence, Wisdom, or Charisma score by +1, to the maximum of 20. - Select a number of E-Rank jutsu equal to half your proficiency bonus that you do not already know (excluding *True Strike*). These jutsu are denoted as ***Shadow Jutsu*** for you. You may treat ***Shadow Jutsu*** as Kurashi Hijutsu, and may, once per round, cast a Shadow Jutsu without any components nor any actions. You may switch any number of these jutsu on a full rest. - You gain access to a new ***Kurashi Skill-Based Action*** known as ***Mold Shadow*** (see the end of this clan). > ##### Skill Action: Mold Shadow As a bonus action, you attempt to mold one of your shadows into an object of your description. Make an Intelligence, Wisdom, or Charisma ability check (Pick one) vs. a Generic Flat Ability Check DC as determined by your DM (See Chapter 6: Using Ability Scores in the S.H.B). The more intricate the object, the higher the DC should be.
 On a success, you create the chosen object. Objects such as Kits, Poisons, and Explosive Tools that are created this way, look identical to their real   counterparts, but do not have their functions.
  Objects you create have the same bulk, and look completely real to any non-Kurashi.
        Objects made this way last 1 hour
          (you may dispel them early),
           and upon creation, you may
           spend incraments of 1
           chakra to increase the
           duration they last by 1 hour.
          A creature may as an action
          closely examine your created
         object, making an Investigation
        skill check vs. your Kurashi Hijutsu
        Save DC, discern your object to be
     fake on a success. \page
##### Latent Kurashi | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent School of Academia I** | 0 | Beginning at 1st level, you learn of your roots to the Kurashi Clan and seek to educate yourself on their ways by attending one of their schools. Select one school from the ***Schools of Academia*** feature. You proficiency two skills associated with your chosen school, and are treated as being proficient for the purpose of qualifying for ***Skill-Based Actions*** with your School's attributed ability score. | | **Latent School of Academia II** | 1 | *(You must have **Latent School of Academia I**)* Beginning at 3rd level, you gain access one ***Skill-Based Action*** exclusive to the Kurashi Clan. If this Skill Based Action is attributed to your school, you are unable to make checks with the Skill-Based Action at disadvantage. | **Latent School of Academia III** | 3 | *(You must have **Latent School of Academia II**)* Beginning at 7th level, you gain access to another ***Skill Based Action*** exclusive to Kurashi clan, and proficiency in another skill attributed to your school. | **Latent School of Academia IV** | 4 | *(You must have **Latent School of Academia II**)* Beginning at 11th level, you gain access to another ***Skill Based Action*** attributed to the Kurashi clan, and gain half proficiency in all skills associated with your chosen school that you do not have proficiency in. | **Latent Umbral Channeler** | 2 | *(You must have **Latent School of Academia I**)* You may cast Kurashi Hijutsu using the ability modifier associated with your chosen school that you selected with ***Latent School of Academia I***. | **Latent Intuitive Investigator I** | 4 | *(You must have **Latent School of Academia I**)* Beginning at 7th level, you gain a +1d4 bonus to skill checks made using the ability score attributed to your chosen school. If this bonus is applied while in combat, this bonus becomes a +2 instead. You may apply this bonus a number of times equal to your proficiency bonus per long rest, recovering half your expended uses on a short rest. | **Latent Intuitive Investigator II** | 2 | *(You must have **Latent Intuitive Investigator I**)* Beginning at 18th level, you no longer have a rest limitation when using ***Latent Intuitive Investigator I***. | **Latent Preternatural Awareness I** | 2 | *(You must have **Latent Intuitive Investigator I**)* Beginning at 7th level, you gain the ***Preternatural Awareness*** Clan feature as if you were 3rd level. You may use this feature twice per long rest. | **Latent Preternatural Awareness II** | 3 | *(You must have **Preternatural Awareness I**)* Beginning at 15th level, you regain one expended use of ***Latent Preternatural Awareness*** on a short rest, and gain the 7th level benefit of the ***Preternatural Awareness*** feature. | **Latent Paranormal Vision** | 4 | *(You must have **Latent School of Academia I**)* Beginning at 11th level, you gain 45 feet of Darkvision. This darkvision allows you to see, interact, and communicate with spirits and supernatural entities. | **D-Rank Hijutsu** | 2 | *(You must have **Latent School of Academia I**)* You gain the ability to learn D-Rank Kurashi Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Kurashi Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Kurashi Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Kurashi Hijutsu. | **Clan Feats** | 5 | *(You must have **Latent School of Academia I**)* You gain the ability to learn Clan Feats, with Kurashi Clan as a prerequisite.
\page ## [Kuzo Clan](https://homebrewery.naturalcrit.com/share/LJMMO0C0s1FO) ***Creator:*** *Mr. Hey*
*"As we flew across the sky, I was able to see how truly beautiful the world is from this high and the first thing that came to thought was that the Kuzo clan are lucky bastards. “Does it always look like this” I asked to Son Goku. “Not always, but very rarely does it disappoint. Now be on alert we’re close to Takeshi’s castle” he replied. I tried my best to get my mind on the mission, but I found it impossible to stop appreciating the beauty" *
----Miki Konjiki
*Around the Ninja world in 60 C-Ranks, Ch. 7 excerpt.*
### Head in the Clouds The Kuzo clan is a family of shinobi that hail from the Land of Cloud. The clan has an extreme affinity for the water and wind releases, mixing them, and creating the ability to create thick clouds for a multitude of uses. Their power is well respected, with many believing that the land of clouds were named after the clan. #### Kuzo Traits **Ability Score Increase:** +2 Dex, +1 Int
**Speed:** Your base walking speed is 30 feet.
**Proficiencies:** Ninshou, Acrobatics
**Cloud Release Affinity:** You begin with either Wind or Water Release Affinity. (Pick one) #### Kuzo Features   **Cloud Techniques:** The Kuzo Clan 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(s). They do not need any Nature Release to use their Clan jutsu. **Children of the Sky:** The Kuzo Clan are known their incredible ability to reach grand heights in a single leap. Starting at 1st level, your high jump height is increased to 10 + your Dexterity Ability Score. Your high jump height is increased by 10 feet at 11th and 18th levels. Additionally at 3rd level, you reduce all damage you would receive from falling by your character level. Starting at 15th level you also lower all damage you would take from falling by half. **Calm Nimbus**: Beginning at 3rd level, your chakra has a loose form and coolness like that of a cloud granting you slight resiliency to such damage. When you would take Wind or Cold Damage, you reduce the damage received by your half your proficiency bonus. When you would reach 11th level, your cloud release can evolve a creatures chilled condition to a new level, called **Windchill**. When a creature with 5 ranks of the chilled condition would gain another rank of the chilled condition, they instead become **Windchilled**, losing all ranks of chilled as it is replaced with 1 rank of **Windchill**. A **Windchilled** creature suffers the following effects. - A Windchilled creature is counted as having five ranks of Chilled for the purposes of interacting with features, traits and jutsu and cannot gain ranks of ***Chilled*** or ***Bleed*** while they are ***Windchilled***. - A Windchilled creature takes 5d6 Necrotic damage at the start of each of their turns that cannot be reduced as wind chakra swirls around cutting into them. - A Windchilled creature takes additonal Cold damage equal to three times your Ninjutsu modifier when they take cold damage. - Creatures that are immune to both Wind and Cold damage are immune to this condition. - A creature can make a DC 20 Dexterity saving throw as an action, to attempt to escape the shredding cool wind surrounding them, ending the condtition on a succesful save. Enterting an area of high heat or gaining the burned condition can also end this condition. **Cloud Release:** The Kuzo clan has a unique talent for manifesting Cloud Release due to their close affinity to both Water and Wind Release. Beginning at 7th level, you gain the second Nature release you didn’t select from Cloud Release Affinity clan trait. Also, at 7th level, when casting a jutsu with either Wind or Water Release keywords, you can change the damage type to Wind. Also, when you cast a Kuzo Hijutsu or Ninjutsu with the Wind Release keyword, it can take up to two qualities of the following, each time you cast such a jutsu. You can use this feature to enhance your jutsu a number of times equal to your proficiency bonus per long rest: - **Cloud Cover:** As a bonus action, when you would cast this jutsu, you may completely shroud a willing creature within 15 feet of you with a medium sized cloud. The Creature shrouded by the cloud is counted as having half cover for a number of rounds equal to your ninjutsu modifier. - **Fog Formation:** As a part of casting this jutsu, you create a fog large enough to fill a 10-foot cube of your design and description. This structure occupies a space of your choice anywhere in between yourself and the target creature, and can even surround them. The fog heavily obscures everything within. The fog lasts for 5 turns or until a strong wind (at least 10 miles per hour) disperses it. Creatures inside this cloud of fog cannot see more than 5 feet away from them, gaining disadvantage on Wisdom (Perception) checks to see and Attacks made while inside the cloud of fog that rely on sight. Creatures outside the fog also have disadvantage when attacking other creatures who are inside the mist. - **Icy Clouds:** You replace all instances of "Wind Damage" with "Cold damage". - **Mini-Clouds:** As a part of casting this jutsu, you may force an affected creature to make a Dexterity Saving Throw. On a failed save the target creature(s) become deafened, as miniature clouds enter the ears of the target creature(s). The deafened condition lasts for 1 minute. - **Snow Storm:** A creature who takes damage from or fails a saving throw against a Kuzo Hijutsu you cast, gains 1 rank of Chilled. **Freezing Winds**: Beginning at 18th level, you ignore resistance and immunity to Wind damage, and when creatures start their turn within 5 feet of you they must make a Constitution saving throw against your Ninjutsu Save DC, gaining 1 rank of Chilled on a failed save. \page ## Kuzo Clan Jutsu ### D-Rank #### Cloud Release: Airbag **Classification**: Hijutsu
**Rank**: D-Rank
**Casting Time**: 1 Reaction, which you take when you are targeted by an attack, or forced to make a Strength saving throw.
**Range**: Self
**Duration**: 1 Round
**Components**: HS, CM
**Cost**: 5 Chakra
**Keyword**: Hijutsu, Ninjutsu, Water Release, Wind Release **Description**: Just before you an attack would have the chance to do you harm, you create a small thick cloud between you and your attacker to absorb the attack's force. Until the start of your next turn, you gain a +4 bonus to AC against attacks, advantage on Strength saving throws, you reduce all knock back you would be forced to move by half. #### Cloud Release: Cloud Whip **Classification**: Hijutsu
**Rank**: D-Rank
**Casting Time**: 1 Action
**Range**: 30 Feet
**Duration**: Instant
**Components**: HS, CM
**Cost**: 5 Chakra
**Keyword**: Hijutsu, Ninjutsu, Water Release, Wind Release **Description**: You create a long whip made from a chain of clouds. Make a melee ninjutsu attack against a target in range, dealing 4d6 Wind damage and forcing the target creature to make a Strength saving throw, being pulled 10 feet towards you and being knocked prone on a failed save. **At Higher Ranks**: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage by 2d6. #### Cloud Release: Floating Clouds **Classification**: Hijutsu
**Rank**: D-Rank
**Casting Time**: 1 Bonus Action
**Range**: 30 Feet
**Duration**: 1 Minute
**Components**: HS, CM
**Cost**: 4 Chakra
**Keyword**: Hijutsu, Ninjutsu, Water Release, Wind Release **Description**: You send a Miniature cloud towards a creature within range. For the duration when that creature would be knocked into the air they are knocked upwards an additional 10 feet. You can also choose to target an allied creature, in which case the cloud hovers near them and when they would be knocked into the air, gently lowers them to the ground preventing fall damage. **At Higher Ranks**: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the height the creature would be knocked upwards by 10. If this jutsu is casted at B-Rank or higher you may select 1 additional creature to be affected of this jutsu when you would cast it. #### Cloud Release: Fog Cloud **Classification**: Hijutsu
**Rank**: D-Rank
**Casting Time**: 1 Action
**Range**: 60 Feet
**Duration**: 1 Minute
**Components**: HS, CM
**Cost**: 5 Chakra
**Keyword**: Hijutsu, Ninjutsu, Water Release, Wind Release **Description**: You create a 30-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Creatures inside this cloud of fog cannot see more than 5 feet away from them, gaining disadvantage Attacks made while inside the cloud of fog that rely on sight. Creatures outside the fog also have disadvantage when attacking other creatures who are inside the mist. Also, when this jutsu is cast, select one creature, whom you can see. That creature becomes ***Fog Marked***. For the duration of this jutsu, while a fog marked creature is in the cloud it is always perceived by you, cannot benefit from being hidden, and you do not gain disadvantage on attack rolls against them. You can move the fog cloud up to 30 feet as a bonus action on your turn. ### C-Rank #### Cloud Release: Cloud Shredder **Classification**: Hijutsu
**Rank**: C-Rank
**Casting Time**: 1 Action
**Range**: 90 Feet
**Duration**: Concentration, Up to 1 minute
**Components**: HS, CM
**Cost**: 8 Chakra
**Keyword**: Hijutsu, Ninjutsu, Water Release, Wind Release **Description**: You form a small cloud above a target creature within range, which begins to shoot out razor sharp pellets of rain down on them forcing the target creature to make a Dexterity saving throw. On a failed save they take 3d8 Wind damage and gain 1 rank of bleed. Additonally, for the duration of the jutsu the target must remake their saving throw at the start of each of their turns, taking the damage and gaining an additonal rank of bleed on a failed save. **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. If this Jutsu is cast at B-Rank all creatures within 5 feet of the target must also make the Dexterity saving throw. If this Jutsu is cast at A-Rank all creatures within 10 feet of the target must also make the Dexterity saving throw. If this Jutsu is cast at S-Rank all creatures within 15 feet of the target must also make the Dexterity saving throw. \page #### Cloud Release: Flying Nimbus **Classification**: Hijutsu
**Rank**: C-Rank
**Casting Time**: 1 Action
**Range**: Self
**Duration**: 10 Minutes
**Components**: HS, CM
**Cost**: 7 Chakra
**Keyword**: Hijutsu, Ninjutsu, Water Release, Wind Release **Description**: You summon a small cloud below your feet which lifts you off of your feet. You gain a fly speed of 45 feet or equal to your normal movement speed (which ever is greater). You also gain the ability to hover in place. You may carry 1 other creature of medium size or lower on the cloud. **At Higher Ranks**: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the flying speed by 15 feet. If this Jutsu is cast at B-Rank it gains a duration of 1 hour. If this Jutsu is cast at A-Rank, you can cast it as a Bonus Action, instead of an Action.



















#### Cloud Release: Vapor Trail Explosion **Classification**: Hijutsu
**Rank**: C-Rank
**Casting Time**: 1 Action
**Range**: 60 Feet
**Duration**: Instant
**Components**: HS, CM
**Cost**: 9 Chakra
**Keyword**: Hijutsu, Ninjutsu, Water Release, Wind Release **Description**: You unleash a stream of clouds holding intense sharp winds 5 feet wide and up to 60 feet long in a straight line originating from you. This trail of clouds stops at a space of your choice along this distance and expands into a large 20-foot radius sphere of slashing hail coming from a cloud centered on the selected space. All creatures in both this Jutsu's stream and radius, must make a Dexterity saving throw. Taking 4d8 Wind damage and gaining 1 rank of bleed and chilled on a failed save, or half as much damage and no additonal effects on a success. **At Higher Ranks**: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and damage by 2d8. ### B-Rank #### Cloud Release: Cloud Forged Dragon **Classification**: Hijutsu
**Rank**: B-Rank
**Casting Time**: 1 Action
**Range**: Self (60-foot Cone)
**Duration**: Instant
**Components**: HS, CM
**Cost**: 16 Chakra
**Keyword**: Hijutsu, Ninjutsu, Water Release, Wind Release **Description**: You create a massive cloud before using your chakra to mold it into the appearance of a large dragon of your description. The Dragon then expands in a cone attempting to engulf all those in its path. Each creature in a 60-foot cone, originating from you, must make a Dexterity saving throw, taking 7d6 Wind damage, gaining 2 ranks of bleed and chilled, and being knocked prone on a failed save. This jutsu deals double damage to objects and structures. **At Higher Ranks**: For each rank you cast this jutsu above D-Rank, Increase the cost of this jutsu by 3 and the damage by 2d6. #### Cloud Release: Swirling Discharge **Classification**: Hijutsu
**Rank**: B-Rank
**Casting Time**: 1 Action
**Range**: Self (60-foot radius Sphere)
**Duration**: Instant
**Components**: HS, CM
**Cost**: 15 Chakra
**Keyword**: Hijutsu, Ninjutsu, Water Release, Wind Release **Description**: You summon a swirling cloud above your head that discharges chucks of hail in all directions. Each creature within 60 feet of you must make a Dexterity saving throw, taking 3d8 Wind damage and 3d8 Cold damage, gaining 2 ranks of bleed and 1 rank of chilled on a failed save, or half as much damage and no additonal effects on a succesful save. **At Higher Ranks**: For each rank you cast this jutsu above B-Rank, Increase the cost of this jutsu by 3, the damage by 2d8, and increase the amount of ranks of either Chilled or Bleeding by 1. (Pick One) \page ### A-Rank #### Cloud Release: Razor Blade Rain **Classification**: Hijutsu
**Rank**: A-Rank
**Casting Time**: 1 Action
**Range**: Self (90-foot radius Sphere)
**Duration**: Concentration, Up to 1 Minute
**Components**: HS, CM
**Cost**: 20 Chakra
**Keyword**: Hijutsu, Ninjutsu, Water Release, Wind Release **Description**: You summon a massive dark cloud to fill the sky above you, which begins to unleash an endless barrage of watery needles. Each creature of your choice within 90 feet of you must make a Dexterity saving throw, taking 6d10 Wind damage and gaining 2 ranks of the bleed and chilled on a failed save. Additionally,at the beginning of each of your turns, each creature in range of your choice must make a Dexterity saving throw, taking 4d10 Wind damage and gaining 1 rank of bleed and chilled on a failed save. **At Higher Ranks**: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3, the damage by 2d10, and the size of the Radius by 30 feet. \page ## Kozu Clan Feats ### Head in the Clouds **Category:** Clan
**Prerequisite:** Kozu Clan, +4
You feel as if you belong in the sky as one of the clouds. You gain the following Benefits; - Increase your Dexterity or intelligence score by 1, to a maximum of 20. - Kozu Clan Jutsu you cast, have their cost reduced by 2. - Allied creatures have advantage on passing saving throws against jutsu you cast with the Wind Release and/or Water Release Keyword(s). - When you would make a Dexterity Saving throw, you gain a +2 bonus to the save so long as you are above the creature or object forcing you to make the Dexterity Saving throw. ### Thunderous Clouds **Category:** Clan
**Prerequisite:** Kuzo Clan, Level 12+
You have learned to harness the power of thunder clouds. You gain the following Benefits; - You gain the ability to Learn Jutsu with the Lightning Release Keyword. - You gain the following Cloud Technique.
**Thunderous Clouds**: You replace all instances of "Wind Damage" with "Lightning damage". You also replace all instances of "chilled" with "shocked". Doing this grants the Kuzo Hijutsu the lightning release keyword. - When you would cast a lightning release jutsu near a sufficient source of water, you may either reduce the chakra cost of the jutsu by 2 or you can choose to increase the damage die by 1 step. (max of d12). ``` ``` ### Cumulonimbus Clouds **Category:** Clan
**Prerequisite:** Kuzo Clan, Level 8+
Cloud Release chakra flows thru your body allowing you to reach heights that no one else could even fathom. You gain the following Benefits; - Increase your Dexterity score by 1, to a maximum of 20. - You gain one additional Cloud Technique provided by the Cloud Release clan Feature. - As a bonus action, you can use a Second Cloud technique to modify the same Kozu Clan Hijutsu. You can do this a number of times equal to your Dexterity Modifier per long rest. - When you complete a Short Rest, you regain 2 uses of your Cloud Release abilities. \page
##### Latent Kuzo | Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-----|:----:|:-------------| | **Latent Cloud Release I** | 2 | Beginning at 3rd level, when you cast a jutsu with the Water or Wind release keywords, you reduce all bludgeoning, piercing, and slashing damage by -5 until the end of your next turn as you form a small cloud around you cushions these types of attacks. You can do this twice per rest. | | **Latent Cloud Release II** | 4 |*(You must have **Latent Cloud Release I**)* Beginning at 15th level, you can do this three times per rest.| | **Latent Cloud Release III** | 3 |*(You must have **Latent Cloud Release II**)* Beginning at 11th level, select two qualities from the ***Cloud Release*** clan feature. You can use these qualities when you cast a jutsu with the Wind Release keyword or a Kuzo Hijutsu. You can do this twice per long rest. When you would gain a level, you can switch any number of your chosen properties. | **Latent Cloud Release IV** | 3 |*(You must have **Latent Cloud Release III**)* Beginning at 18th level, you can use the chosen qualities 2 additional times per long rest. | | **Latent Children of the Sky I** | 1 | Beginning at 1st level, your high jump height is increased to 10 + your Dexterity Ability Score. | | **Latent Children of the Sky II** | 2 | *(You must have **Latent Children of the Sky I**)* Beginning at 3rd level, you reduce all damage you would receive from falling by half your character level. | | **Latent Children of the Sky III** | 1 | *(You must have **Latent Children of the Sky II**)* Beginning at 11th level, your high jump height is increased by an additional 5 feet. | | **Latent Children of the Sky IV** | 1 | *(You must have **Latent Children of the Sky III**)* Beginning at 3rd level, you reduce all damage you would receive from falling by your full character level. | **Latent Children of the Sky V** | 1 | *(You must have **Latent Children of the Sky IV**)* Beginning at 18th level, your high jump height is increased by an additional 10 feet. | | **Latent Calm Nimbus I** | 1 | Beginning at 3rd level, when you would take Wind or Cold Damage (pick one), you reduce the damage by half of your proficiency bonus. | | **Latent Calm Nimbus II** | 2 | *(You must have **Latent Calm Nimbus I**)* Beginning at 7th level, you reduce damage of the other damage type you did not pick up with **Latent Calm Nimbus I** by the same amount. | | **Latent Calm Nimbus III** | 4 | *(You must have **Latent Calm Nimbus II**)* Beginning at 15th level, you gain the 11th level **Calm Nimbus** feature, granting you access to the *Wind Chill* condition. | |**D-Rank Hijutsu**| 2 | You gain the ability to learn D-Rank Kuzo Clan Hijutsu.| |**C-Rank Hijutsu**| 2 |*(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Kuzo Clan Hijutsu.| |**B-Rank Hijutsu**| 3 | *(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Kuzo Clan Hijutsu.| |**A-Rank Hijutsu**| 3 | *(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Kuzo Clan Hijutsu. |**Clan Feats**| 5 |You gain the ability to learn Clan Feats, with Kuzo Clan as a Prerequisite.
\page ## [Mecha-nin Clan](https://homebrewery.naturalcrit.com/share/4oQuEUzeW6sy) ***Creator:*** *Scrub* // ***Tag:*** *Monstrous*
*Thunder cracks in the stormy night, its lightning tearing across the land of fire. The flashes illuminate a dilapidated castle. Crack!!! Another strike sounds off. Within the castle rests a lair of science and evil, as a snake-pale figure cackles over his latest creation. A work of no less than sinister art, stripped from old schematics and design blueprints salvaged from Land of Snow records. CRACK!!! The mechanical machination rises as its internal chakra core hums to life. A form of metal and electricty born from a mad science. As the man admires his latest scheme to thwart the Hidden Leaf he issues a gleeful command to the subject, but the mecha-nin does not adhere. Confusion shifts to fear in the villain's expression as, just as quickly, the mecha-nin's eyes shift from sky blue... to blood red. *
~ Makuzoyashi Haruno The Miracle Bindings, Ch. 6, excerpt.
### The Age of Machinery Mecha-Nin are not a clan intrinsically, but rather the result of years of ingenious tinkering performed discreetly in the Land of Snow. These beings of metal are given sentience and personality as a byproduct of its internal chakra core -- its primary source of power. This core is designed much like a human heart as it sustains the mecha-nin's body with a steady supply of resources essential to its operation. Without its chakra core, a mecha-nin becomes a motionless pile of junk. #### Mecha-Nin Traits ___ - **Ability Score Increase:** +2 Con, +1 to one other ability score of your choice - **Speed:** Your base walking speed is 30 feet. - **Skill Proficiencies:** Crafting; choose one between Illusion, Martial Arts, and Ninshou. - **Mechanical Nature:** Due to your mechanical body, you are unaffected by jutsu or items that allow you to restore or gain additional hit points, except for Mecha-Nin effects. - **Bionic Technique:** You learn 1 additional D-Rank Mecha-Nin clan jutsu. This does not count against your jutsu known. #### Mecha-Nin Features  **Bionic Techniques:** The
Mecha-Nin Clan have
access to a separate
list of jutsu unique
to them. You can
add these jutsu
to your jutsu list
instead of
selecting jutsu
from the
normal
jutsu list. ``` ```  **Mechanical Resilience:** Beginning at 1st level, as a mechanical shinobi, you are considered both a humanoid
and a construct. Your unique mechanisms grant you the following benefits: - You are immune to the envenomed condition, and you have resistance to necrotic and poison damage. - You do not need to eat, drink, or breathe. - You don't need to sleep or suffer the effects of exhaustion due to lack of rest, and jutsu can’t put you to sleep. - During a rest, when you roll hit dice or chakra dice to regain either, you add your proficiency bonus to the total. **Sentry Mode:** Also at 1st level, when you take a long rest, you must spend at least 6 hours in an inactive, motionless state instead of sleeping. During this state, you appear inert, but you remain fully conscious and can see and hear as normal. **Mecha Protocol:** Starting at 3rd level, you gain greater control over your internal mechanisms, unlocking enhanced potential as a mechanical shinobi. You gain a pool of ***Mecha Dice***, which are D6’s equal to your proficiency bonus. At 11th level, your Mecha Dice become d8's, and d10's at 15th level. You regain spent die when you complete a long rest. Mecha Dice can be used in the following ways: - When casting a Mecha-Nin clan jutsu, you can enhance its damage by spending dice from this pool, up to your remaining amount. Roll the spent dice and add the result to the damage dealt. - When making a check or saving throw to end a hostile jutsu, condition, or other effect, you can spend 1 Mecha Die, adding half the result (minimum 1) to your roll. - As a bonus action, you can regain hit points by spending dice from this pool, up to your remaining amount. Roll the spent dice and regain hit points equal to the result plus your Constitution modifier per die. - As a reaction when rolling initiative, you can spend 1 Mecha Die, adding the result to your initiative roll and increasing your walking speed by 5 feet times the result until the end of your next turn. At 18th level, when you roll initiative and have no Mecha Dice remaining, you regain a number of dice equal to half your consititution modifier (rounded down, minimum 1). **Bionic Enhancement:** At 7th level, your mechanical mind                 seeks improvements as a                   Mecha-Nin. Choose                      one option from                      the ***Bionic                     Enhancements                     Table***. You                     choose one                      additional option                    at 11th level,                        and again at                       15th, and 18th                      levels. \page ### Bionic Enhancements Below are the list of Bionic Enhancements available to a Mecha-nin listed in alphabetical order. Each Bionic Enhancement option includes a 15th level upgrade. ##### Adaptability Tracer Once per long rest, you may activate this Bionic Enhancement as part of initiative by spending 1 Mecha Die. At the start of your turn select a creature you can see within 30 feet of you. Once per turn, when that creature targets you with an attack or jutsu, it must first succeed either an Illusion, Martial Art, or Ninshou check (based on the trigger) contested against your check using the same skill. On a failure, the attack or jutsu is made at disadvantage. A creature that succeeds this contest is immune to this ability for the next hour. **At 15th level:** You add the result of your Mecha Die to these contested skill checks. ##### Composite Chassis You may use Constitution in place of Dexterity when calculating AC, and you gain a +1 bonus to AC. **At 15th level:** Once per turn when you receive damage, reduce that damage by an amount equal to your Con mod. ##### Deep Sleep Protocol You can archive your central functions and preserve your memory banks from infiltration at a moments notice. As a reaction, you may choose to fall unconscious, becoming completely inert and unaware of your surroundings. During this time you appear dead and/or deactivated (DC 20 investigation check). You do not heal while in Deep Sleep, but non physical conditions or other effects currently affecting you are suspended. You determine how long the Deep Sleep lasts before triggering it, and remain unconscious for its duration to a max duration of 1 month. **At 15th level:** You can temporarily archive fragments of your databanks, granting you resistance to Psychic damage. Additionally, your mind cannot be read, and your memory cannot be altered. ##### Equipment Integration Mecha-nin are intimately connected to their specific hardware, and cannot be transplanted into new forms. Cosmetic alterations can be made, however, and equipment can be grafted into a Mecha-nin's chassis. Such built-in equipment costs twice as much ryo and takes 1 week of Downtime to properly integrate into the Mecha-nin's system, and you must have access to a workshop during this time to accomplish the task. A Mecha-nin can have a total number of integrated equipment equal to its proficiency bonus. You ignore the bulk of equipment you have integrated this way, and you're always considered to have that equipment in reach. It costs the use of your object interaction each turn to cycle between different integrated equipment. If a weapon is integrated this way, it gains the Hidden property and you cannot be disarmed of it while you're conscious. **At 15th level:** Integrated weapons and equipment that require an ability modifier to attack or use can use your intelligence. ``` ``` ##### Hardwired Chakra Core You gain resistance to Chakra damage. **At 15th level:** You're immune to effects that would reduce your maximum hit points or chakra points, as well as your ability to mold chakra. ##### Highspeed Processor You add your full proficiency bonus to initiative checks. **At 15th level:** Once per round, you can spend 1 Mecha Die to gain an additional Reaction. ##### Holograph Emitter As an action, you can spend 1 Mecha die to shift the visual characteristics of your mechanical body and alter your voice modulator. This consumes a concentration slot. For the next hour while maintaining concentration, you are considered to be under the effects of the *Transform* and *Voice Change* genjutsu's. **At 15th level:** You gain a bonus to charisma skill checks equal to half your Mecha Die maximum. ##### Improved Optics You gain darkvision and can see up to 1 mile away with no difficulty. You ignore effects that would lightly obscure your vision **At 15th level:** Mecha-Nin clan jutsu you cast ignore half-cover. ##### Lightened Load Your bulk weight is reduced by 1/3rd less, your speed increases by 10 feet, and you can move stealthily at a normal pace. **At 15th level:** Your speed increases by an additional 10 feet and you ignore the first two ranks of slowed. ##### Revenant Wiring You have advantage on death saving throws. You suffer no penalties when recovering from dying and all failed saves are recovered. **At 15th level:** If you take damage that reduces you to 0 hit points, you can use your reaction to spend 2 Mecha Die to fall to 1 hit point instead. ##### Self-defense Protocol Your unarmed damage die becomes a d6, and when you take the attack action you can make an additional attack as a bonus action. When you score a critical hit
against a target using a taijutsu, it can be
knocked back 10 feet. **At 15th level:** Your unarmed die
becomes a d12. ##### System Diagnostic When you are inflicted with a
hostile physical or elemental
condition, you can spend a bonus
action and 1 Mecha Die to remove
1 rank of that condition. **At 15th level:** This can be used
on any condition type. \page








### D-Rank #### Heat-seeking Missiles **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 120 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You fire three small missiles from your mechanical form. The missiles all strike simultaneously, and you can direct them to hit one target or several within range. As an action, make a ranged ninjutsu attack for each missile. On a hit, the target takes 1d6+1 fire damage. As a Full-Turn-Action, you can forgo making the ranged ninjutsu attack to lock onto your targets, causing the missiles to automatically hit and bypass cover. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and create one additional missile. #### Laser Vision **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You fire two beams of hot energy from your optical lenses. This jutsu has two firing modes. You choose which firing mode to use when cast: **Heat Ray:** Make a ranged ninjutsu attack against either a single target or two adjacent targets within 5 feet of each other in range. On a hit, you deal 3d6 fire damage. If attacking two adjacent targets, the damage is split between both. A damaged creature must also succeed a Constitution save or gain 1 rank of Burned. **Concussive Ray:** Make a ranged ninjutsu attack against either a single target or two adjacent targets within 5 feet of each other in range. On a hit, you deal 3d6 force damage. If attacking two adjacent,the damage is split between both. This attack deals double damage to structures, constructs, and objects. A damaged creature must also succeed a Constitution save or gain 1 rank of Bruised. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the damage by 2d6. When you cast this jutsu at B-Rank or above, inflict 1 additional rank of either condition.










#### Mecha-Mode: Terrain **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
**Components:** CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** Your mechanical form unfolds, adapting you into a configuration optimized for traversing any terrain. You can't lose concentration on this jutsu as a result of damage. While this jutsu is active, you gain the following benefits: - Increase your walking speed by 30 feet, and you ignore difficult terrain. - You can be mounted by up to two medium creatures. Creatures mounted this way occupy your space but are not encumbered. They are uneffected by jutsu you cast that damage an area surrounding you. - If you move at least 30 feet straight toward a target and hit it with a melee attack or taijutsu on the same turn, it must succeed on a Strength saving throw or be knocked prone. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, increase the speed by 5 feet and the medium creatures you can carry by 1. #### Retractable Fists **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Taijutsu
**Description:** You aim both fists as they rocket forth from your arms at a target in range while tethering cables back to you. If the target is a creature, on a hit, you deal your unarmed damage + 2d6, and the creature becomes grappled by you. Alternatively, you may target a fixed surface such as a ledge or wall, or a medium or smaller object within range. After a successful hit you can choose to retract your fists, which either moves you within 5 feet of the target or pulls the target within your reach (if applicable). If the target is a creature, it must succeed a Strength saving throw or be pulled 30 feet closer to you. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the damage increases by 1d6, and increase the jutsu's ranges by 10 feet. \page

















### C-Rank #### Mecha-Mode: Buzz Saw **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self (10-foot radius)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Taijutsu
**Description:** Your mechanical body steams open to reveal a roaring steel saw which expands to a radius of 10 feet centered on you. You can't lose concentration on this jutsu as a result of damage. All creatures within the area must make a Dexterity saving throw, taking 4d8 slashing damage and gains 1 rank of bleeding on a failed save or half as much and no other effect on a success. A creature takes the same damage when it enters the radius for the first time on a turn or begins its turn there. Non chakra-based objects or structures made of wood, plants, or similar material caught in the radius are destroyed. **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 2d8. ``` ``` #### Rapid Fire Handguns **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 120 feet (or 40-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You blast a spray of bullets from your fingertips. This jutsu has two firing modes. You choose which firing mode to use when you cast it: **Targeted Mode**: Make a ranged ninjutsu attack against a single target within 120 feet. On a hit, you deal 6d8 piercing damage. This attacks critical threat range increases by +1. On a critical hit, the target gains 1 rank of bleeding. **Burst Mode**: All creatures in a 40 foot cone originating from you must make a Dexterity saving throw, taking 8d4 piercing damage and gain 2 ranks of slowed on a failed save, or half as much damage on a success and 1 rank of slowed. These ranks last until the end of an affected creature's 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 2d8 and 2d4 respectively. #### Syphon Chakra **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 15 feet
**Duration:** 1 minute
**Components:** CM
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You target a creature within range, syphoning its chakra to feed your internal chakra core. The target must make a Constitution saving throw. On a failure, it gains two ranks of weakened until the end of its next turn, and reduces its chakra point total by 4d6. On a successful save, it only reduces its chakra point total by half that amount. You gain temporary chakra by an equal amount which lasts for 1 min. While you have temporary chakra points from this jutsu, you cannot cast this jutsu again. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the target reduces its chakra point total by an additional 1d6. \page





















### B-Rank #### Mecha-Mode: Flight **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** Your mechanical body unfolds, reconfiguring you into an airborne mode. You can't lose concentration on this jutsu as a result of damage. While this jutsu is active, you gain the following benefits: - You gain a fly speed of 120 feet. As part of casting this jutsu, you can move up to half this speed. - If you fly at least 60 feet straight toward a target(s) in range and hit it with a ranged attack or jutsu that deals damage in an area of effect, increase that area by 10 feet in every direction. - As an action, you can make a ranged ninjutsu attack against a target within 60 feet, firing an explosive payload. On a hit, this attack deals 3d6 fire damage and 3d6 force damage. On a hit or miss, all targets within a 10 foot radius of the point of impact must make a Dexterity saving throw, taking half the damage on a failure and knocked back 10 feet and falling prone, or take 1/4th the damage on a success. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and increase both damages by 2d6 and increase the speed by 30 feet.





















#### Overclock **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Reaction, which you take when you cast a Mecha-Nin clan jutsu
**Range:** Self
**Duration:** *Special*
**Components:** HS, CM
**Cost:** 2 Mecha Dice (*Special*)
**Keywords:** Hijutsu, Ninjutsu
**Description:** For a moment you unlock the inhibitors directing the flow of power from your internal chakra core to your mechanical systems, amplifying your jutsu in one of the following ways: - ***Damage Amp:*** If the jutsu deals damage, the damage ignores resistance and cannot be reduced by more than half. A creature damaged by this jutsu must succeed a Constitution saving throw, being knocked back 10 feet and becoming weakened until its next rest on a failed save. - ***Rechambered Amp:*** You must use your action to cast the same jutsu next turn, but upcast up to A-Rank, for 0 chakra cost. This cannot be used to cast an A-rank clan jutsu. - ***Chakra Core Amp:*** You gain temporary hit points equal to 5 times your Constitution modifier. These temporary hit points last for 1 minute or until you cast this jutsu again. - ***Targeting Amp:*** If the jutsu requires an attack roll, gain advantage on that roll. If the jutsu instead requires a creature to make a saving throw, you may select an affected target to have disadvantage on their initial saving throw. - ***Thruster Amp:*** If the jutsu grants either an increase of speed or a fly speed, double that amount for its duration. While that jutsu remains active, your movement doesn't provoke attacks of opportunity. \page ### A-Rank #### Chakra Cannon Buster **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Full-Turn-Action
**Range:** Self (1-mile line)
**Duration:** Concentration, 1 minute
**Components:** HS, CM
**Cost:** *Special*
**Keywords:** Hijutsu, Ninjutsu
**Description:** You drill both your arms and legs into the ground as a stabilizer. Meanwhile, your mechanical form elaborately opens as your body takes the shape of a powerful cannon. Your exposed internal chakra core -- the source of this attack -- hums with energy. You do not spend chakra to maintain concentration on this jutsu. For the duration, your speed becomes 0, and you cannot be knocked prone or moved against your will. Beginning at the start of your next turn, you can spend your action to fire a blinding surge of energy forming a line 1-mile long and 30 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes **X**d10 Force and **X**d10 Fire damage on a failed save, or half as much damage on a successful one. "**X**" equals 1d10 for every 5 chakra points spent. Every chakra point consumed this way lowers your current and maximum hit points by an equal amount, if this amount would bring your hit point total below 0, you die. This jutsu then ends. The damage of this attack ignores damage reduction, resistance, and turns immunity into resistance.A creature, except adversaries with Elite Actions, reduced to 0 hit points by this attack are killed instantly. This attack deals double damage to constructs and structures. The blast obliterates any non chakra-enhanced objects in the area that aren’t being worn or carried. Hit points lowered by this jutsu can only be restored through spending downtime. 1 week of downtime spent restores one quarter of your hit point total. Once this jutsu has been cast, you cannot cast it again until you've completed a long rest. ``` ``` #### Mecha-Mode: Unite **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self (5 feet)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, M
**Cost:** 15 Chakra (*Special*)
**Keywords:** Hijutsu, Ninjutsu
**Description:** Your mechanical body steams as it opens into a hollowed interior, allowing yourself to be worn and wielded by another medium-sized creature like a suit of armor. You can't lose concentration on this jutsu as a result of damage. Select a willing creature in 5 feet of you as the target of this jutsu. You unite with this creature and it becomes your designated pilot. For the duration you're united, you and the pilot benefit from the following; ___ **Mecha-nin**: - Your movement becomes 0 for the duration. - Your position in initiative is moved to the pilot's, where both turns are taken simultaniously. - You gain an additional reaction, which can be used to at any time to end this jutsu, ejecting the pilot and landing in the nearest unoccupied space from you. - Your current hit points exist as temporary hit points to the pilot. Any damage resistances or immunities you may have function normally with these temporary hit point. - Any physical or elemental condition or effect targeting you does not effect the pilot. Any mental condition or effect targeting you instead only effects the pilot. ___ **Pilot**: - Increase its movement speed by half of your movement speed. - Its Strength and Dexterity scores become 19. If they're already 19 or higher, they increase by +2 instead. - The pilot shares the same benefits from your Bionic Enhancements and active jutsu. The pilot can also cast any hijutsu you know, and doing so must spend your chakra. - The Pilot may expend chakra from your pool to cast jutsu or activate abilities. - The Pilot's AC becomes equal to your AC, or gains a +1 bonus to its AC, whichever is higher. - The Pilot is considered to have full cover and can't be targeted by attacks or jutsu, unless that jutsu has the genjutsu keyword or deals necrotic or psychic damage. Otherwise, such attacks instead target and effect the you. If your hit or chakra points are reduced to 0, this jutsu immediately ends and the pilot is ejected from you. \page ## Mecha-Nin Clan Feats ### Ballistic Specialization **Category:** Clan
**Prerequisites:** Mecha-Nin, level 4+
The pentrating power of weapons you wield increases. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, to a max of 20. - Ranged weapon attacks and Mecha-nin jutsu that deal Piercing and Slashing damage increase their critical threat range by +1. - Once per turn, when you deal a critical hit against a creature, it either gains 1 rank of Bleeding or Bruised (your choice) which lasts until the end of the target's next turn. ### Bionic Savant **Category:** Clan
**Prerequisites:** Mecha-Nin, level 8+
You've taken measures to expedite your mechanical evolution, developing more enhancements as a result. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, to a max of 20. - You gain an additional Bionic Enhancement, this does not count against your total Bionic Enhancements known. ### Mecha Protocol Expansion **Category:** Clan
**Prerequisites:** Mecha-Nin, level 8+
With your internal processing brakes removed, no amount of safety countermeasure can stop you now. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, to a max of 20. - Increase the die size of Mecha Die by one step ( ### Efficient Transformer **Category:** Clan
**Prerequisites:** Mecha-Nin Clan
You've made improvements to the mechancial shape-shifting potential of your form. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, to a max of 20. - You learn one "Mecha-mode" clan jutsu at a rank you can cast. - Reduce the chakra cost for concentrating on a Mecha-mode jutsu by 2 (to a minimum of 1). - You may spend a number of Mecha Dice equal to the rank of a Mecha-nin clan jutsu (D-Rank: 2, C-Rank: 3, B-Rank: 4, A-Rank: 5). To cast a Mecha-mode jutsu without paying its chakra cost. When you do so, the jutsu loses the concentration tag. ### Mind of the Machinist **Category:** Clan
**Prerequisites:** Mecha-Nin Clan
You become linked with all means of technology. You gain the following benefits; - Increase your Intelligence score by 1, to a max of 20. - You can communicate with machines and electronic devices, understanding their basic functions and statuses. - Your body counts as a Hacker's Kit, with which you are proficient in. - You have advantage on checks made to interact machines or electronic devices. ### Explosive Specialization **Category:** Clan
**Prerequisites:** Mecha-Nin, level 4+
The force behind your destructive potential increases. You gain the following benefits; - Increase your Constitution or Intelligence score by 1, to a max of 20. - Once per turn, whenever you deal damage with a Mecha-nin clan jutsu, it deals an additional 1 fire damage per damage die. - When you cast a jutsu that deals fire or force damage and creates an area of effect, you may increase the range of that area by 10 feet in all directions. - Attacks and jutsu you cast that deal fire or force damage ignore half cover and three quarters cover. \page
























##### Latent Mecha-nin | Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-----|:----:|:-------------| | **Latent Mechanical Resilience I** | 0 | Beginning at 1st level, you have resistance to poison damage and advantage against the poisoned condition. | | **Latent Mechanical Resilience II** | 4 |(You must have ***Latent Mechanical Resilience I*** ) You don't need to eat, drink, or sleep, and don't suffer the effects of exhaustion due to lack of rest. | | **Latent Mechanical Resilience III** | 2 |(You must have ***Latent Mechanical Resilience II*** ) Beginning at 3rd level, during a rest when you roll hit dice or chakra dice to regain either, you add half your proficiency bonus to the result. | | **Latent Sentry Mode** | 1 | Beginning at 1st level, when you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. | | **Latent Mecha Protocol I** | 3 | Beginning at 3rd level, you gain a pool of Mecha Dice which are d4's, equal to your Con mod. Spent Mecha Dice return after a long rest. You can spend a single die on your turn to increase the damage of a mecha-nin clan jutsu, gain a bonus to an ability check or saving throw to end an effect, or regain hit points, equal to the result of the roll. | | **Latent Mecha Protocol II** | 2 |(You must have ***Latent Mecha Protocol I*** ) Beginning at 11th level, you can spend any number of your remaining Mecha Dice instead of one at a time. | | **Latent Mecha Protocol III** | 2 | (You must have ***Latent Mecha Protocol II*** ) Your Mecha Dice are equal to d6's. | | **Latent Mecha Protocol IV** | 2 | (You must have ***Latent Mecha Protocol III*** ) Your Mecha Dice are equal to d8's. | | **Latent Bionic Enhancement I** | 4 | Beginning at 11th level, you select one Bionic Enhancement option from the Bionic Enhancements Table. You cannot benefit from its 15th or 18th level upgrade. | | **Latent Bionic Enhancement II** | 3 | (You must have ***Latent Bionic Enhancement I*** ) You select another option from the Bionic Enhancements Table | | **Latent Bionic Enhancement III** | 2 | (You must have ***Latent Bionic Enhancement II*** ) Beginning at 18th level, gain the 15th or 18th level upgrade to each Bionic Enhancement you know. | |**D-Rank Hijutsu**| 2 | You gain the ability to learn D-Rank Mecha-nin Clan Hijutsu.| |**C-Rank Hijutsu**| 2 |(You must have ***D-Rank Hijutsu***) You gain the ability to learn C-Rank Mecha-nin Clan Hijutsu.| |**B-Rank Hijutsu**| 3 | (You must have ***C-Rank Hijutsu***) You gain the ability to learn B-Rank Mecha-nin Clan Hijutsu.| |**A-Rank Hijutsu**| 3 | (You must have ***B-Rank Hijutsu***) You gain the ability to learn A-Rank Mecha-nin Clan Hijutsu. |**Clan Feats**| 5 |You gain the ability to learn Clan Feats, with Mecha-nin Clan as a Prerequisite.
\page
## [Momochi Clan](https://drive.google.com/file/d/14BH37J1o3LvAaxx0I955x6At9ZAlb5av/view) ***Creator:*** *DZ/Yaco*
*“When you’ve hovered between life and death so many times that it doesn’t faze you, you may be called a ninja. When you’ve become so deadly that your profile has been entered into my bingo book, then you may have earned the title ninja.”*
~ Zabuza Momochi Tale of the Seven Swordsman of the Mist, Ch. 19
### A Shinobi's Pledge A Shinobi must undergo many forms of training, both physical and mental. They must block out the world, and everything that would affect them. To be an effective weapon, a Shinobi must kill their emotions, and become as sharp as a blade. #### Momochi Traits **Ability Score Improvement:** +2 Str or Cha, +1 Cha or Con *(You cannot choose Cha for both ASI’s)*
**Speed:** Your base walking speed is 30 feet
**Skill Proficiencies:** Intimidation, Stealth
**Weapon Proficiencies:** Any one martial weapon
**Fear Literacy:** Your Genjutsu ability score is treated as being +2 higher, for the purpose of casting Higher Ranked Jutsu that inflict the fear condition.
#### Momochi Features   **Demon in the Mist:** Starting at 1st level, you have become a Monster, that other shinobi don’t dare to face. Whenever you are hidden from a creature, you gain a +1 to your Critical Threat range to Bukijutsu and Genjutsu attacks against that creature. At 11th level this increases to +2. **Frightful being:** Also, at 1st level, Genjutsu you cast may use Charisma instead of Wisdom for Attack and Damage rolls, as well as Save DC calculation. **Master of Fear:** At 3rd level, your mastery over creating fear within the hearts of your enemies has grown. You gain a number of special techniques that you can use to empower your techniques. You learn two of the following techniques, you gain another at 11th and 18th. When casting a Genjutsu, or a Bukijutsu you may spend the listed cost to apply one technique to that Jutsu. - **Fearful Strikes (4 Chakra):** You gain a +1 to hit and damage against one target creature with this Jutsu for each Rank of Fear that creature has. On hit, you deal an additional 1d4 psychic damage for each rank of fear that creature has. That damage cannot be reduced. - **Invisible Killer (8 Chakra):** When you cast a jutsu with a duration no greater than one minute, you may activate this technique. Until the conclusion of the jutsu, you become almost invisible, imposing disadvantage on all attacks against you and gaining advantage on Dexterity (Stealth) checks. If you activate this technique with a jutsu that does not require concentration, you must maintain concentration to benefit from this technique. - **Monster in the Mist (4 Chakra):** If you are hidden from your target, and the Jutsu requires an attack roll, if you score a critical hit, you may have that creature gain 1 Rank of Fear against you. - **Swordsmen's Tenacity (6 Chakra):** When a creature would attempt to dispel, counter or interrupt a Bukijutsu or Genjutsu you cast; you may use your reaction to activate this effect. When you do, increase the DC for the required action by +3. - **Potent Killer (8 Chakra):** Once per full rest, when you cast a Genjutsu or Bukijutsu targeting a creature with a rank of fear that you are hidden from, you may spend your bonus action, if you do that Jutsu deals Maximum damage. **Inner Demon:** Starting at 7th level, the demon that slumbers inside of you has begun to awaken. As bonus action on your turn, you may awaken it, creating an aura of dark, malevolent chakra that surrounds you in a 5-foot aura. You may use this feature once per short, or long rest. For 1 minute, while under the effect of this feature, you gain the following bonuses; - You gain a +1 to your AC. - All creatures within 5 feet of you, other than you, suffer the effects of the *Weakened* condition. - Whenever you would take the attack action, you may replace one or more attacks with a Genjutsu of C-Rank or lower that only effects one creature and doesn’t require a Chakra Seal (CS) or ninja tools (NT) components and cannot have a range of self. Jutsu cast this way cost an additional amount of chakra equal to their rank *(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)* **Bukijutsu Conversion:** Beginning at 11th level, select two Bukijutsu that you know. These selected Jutsu can be converted into a Genjutsu, gaining the Genjutsu and Tactile keywords, while still maintaining the Bukijutsu keyword. A Jutsu that is converted this way retains all effects detailed in its Jutsu description except it can use your Genjutsu Attack bonus, Ability score and Save DC for all calculations. You can change which Jutsu you convert this way when you complete a Full Rest. You can choose another two Bukijutsu at 18th level. **True Heart’s Betrayal:** Even at the face of death, you keep fighting. At 15th level, you now require 5 Death Saving throws in order to die, and effects that would cause instant death as the result of a hostile creature (Ex. Heat Snap), now always allow you to make a Charisma saving throw at advantage vs. the DC of the effect to avoid instantly dying. Once per full rest, when you reach 0 hit points and enter the ***Dying*** state, you can choose to not fall unconscious. If you do, you enter the ***Undying State*** until the end of the combat. Once you exit this state, you gain +2 Exhaustion. You exit this state early if you regain hit points. ___ - ***Undying State.*** Your AC becomes 10, and your movement speed is reduced by half (cannot go below half), and your HP cannot go below 0 (unless you fail all death saves). On your turn, you can only take the attack action and move. You have advantage on the first attack roll you make per turn, and treat creatures as vulnerable to your damage once per round. You still make death saving throws as normal, though when you make a death saving throw as the result of damage, you make the saving throw at advantage.
\page ## Momochi Clan Feats ### Fearmonger **Category:** Clan
**Prerequisite:** Momochi Clan
The secrets of your blood are not that there is a demon within you, but that you are the demon. You are the fear. You are the danger. - Whenever a creature has two or more ranks of fear applied by you, if you would apply another rank of fear, you may instead apply a rank, Concussed or Confused. - If a creature has 5 or more ranks of Fear applied by you, and you would apply another. You may strip all ranks of fear away from that creature, and instead have that creature make a Wisdom save against your Genjutsu save DC. If they fail, they gain a rank of Exhaustion. ### Shinobi's Sacrifice **Category:** Clan
**Prerequisite:** Momochi Clan, Level 4+
Blood for Blood, that is the Shinobi way. When pressed into a corner, those of the Momochi Clan know how to bite back. They say you should never corner a wolf. The same is true for demons. - When an allied creature within 5ft of you would take damage, as a reaction you may also take the same damage, ignoring any resistances, immunities or reductions to that damage you would have. Until the end of your next turn, when you cast your next Bukijutsu targeting the creature who dealt that damage, you add the same ammount of damage received to that Jutsu. Additionally, if that creature dealt over 50 damage to you this way, it automatically fails any saving throw it would make for your Jutsu. ``` ``` ### Unique Killer **Category:** Clan
**Prerequisite:** Momochi Clan, Level 8+
While you are benefitting from your “Inner Demon” clan feature, you are a true force to be reckoned with. Your style of killing is utterly unique. - While benefitting from your **Inner Demon** clan feature, Genjutsus with the Bukijutsu keyword you cast gain the Hijutsu keyword, and count as Momochi Hijutsu. - Momochi Hijutsu you cast gain a +2 to attack and damage rolls, or increase their saving throw DC by +2. ### Demon Mastered **Category:** Clan
**Prerequisite:** Momochi Clan, Level 12+
Your inner demon has become unleashed, and you have chained complete control of it. While under your **Inner Demon** clan feature, you gain the following bonuses in addition to the other bonuses the feature grants you: - You instead gain +4 to your AC - Your base movement speed increases by an additional 25ft. - You gain a +1d4 to saving throws. - Genjutsu you cast deal an additional amount of damage equal to your level once per casting. - Creatures cannot gain the benefits of being hidden from you within a 30ft radius centered on you. - On your turn, whenever you kill a creature, or reduce it to zero you gain an additional action that you can use to take the attack action. You can only gain this additional action once per turn. \page































##### Latent Momochi | Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-----|:----:|:-------------| | **Latent Demon in the Mist** | 2 | Starting at 1st level, when you are hidden from a creature, you gain a +1 bonus to critical threat range with Bukijutsu and Genjutsu attacks against this creature. | | **Latent Master of Fear I** | 3 | Starting at 3rd level, you gain one of the special techniques of the ***Master of Fear*** clan feature. You cannot learn the **Potent Killer** special technique. | | **Latent Master of Fear II** | 4 |(You must have ***Latent Master of Fear I*** ) Starting at 11th level, you gain another special technique from ***Master of Fear*** clan feature. You cannot learn the **Potent Killer** special technique. | | **Latent Master of Fear III** | 5 |(You must have ***Latent Master of Fear II*** ) Starting at 18th level, you gain another special technique from ***Master of Fear*** clan feature. You cannot learn the **Potent Killer** special technique. | | **Latent Inner Demon** | 5 |Starting at 7th level, as a bonus action you can awaken the slumbering demon inside of you. For 1 minute, you emit a 5-foot aura dark malevolent chakra, gain a +1 bonus to AC, and a number of times equal to half your proficiency bonus per activation of this form, when you take the attack action, you can replace one or more attacks with a Genjutsu of C-Rank or lower. The Genjutsu must require an attack roll, and cannot have CS or NT components or a range of self. You can activate this transformation once per long rest.| | **Latent Bukijutsu Conversion** | 3 | (You must have ***Latent Master of Fear I*** ) Beginning at 11th level, select one Bukijutsu you know (your selection cannot be changed later). This Bukijutsu gains the Genjutsu and Tactile keywords, enabling it to use your Genjutsu ability modifier for its attack bonus, damage rolls, and Save DC calculations.| | **Latent True Heart's Betrayal** | 3 | (You must have ***Latent Inner Demon*** ) Starting at 18th level, you gain the **True Heart’s Betrayal** Momochi clan feature.| |**Clan Feats**| 5 |You gain the ability to learn Clan Feats, with Momochi Clan as a Prerequisite.
\page ## [Mugen Clan](https://drive.google.com/file/d/1_RVt_OHSyrOWdMzttOdAKgC3qCh1J3dJ/view) ***Creator:*** *Ed, Yggdrasil's Scribe*
*"You can't hit me," Sakin Mugen boldly declared, standing completely still before his opponent. His opponent let out a roar and swung his fist forward, putting forth all of his strength into the blow, only for it to stop but a few inches before Sakin, as if his opponent had hit an invisible wall.*
*---Shikakai Nara*
*At World's End, Ch. 7 excerpt*
### Limitless Those of the Mugen clan are blessed with the bloodline ability to manipulate matter, and rarer are those with the Six Eyes, a mutation of their eyes which mitigates the cost of Jutsu. Due to their rather impressive ability, they can be quite confident, or even arrogant. At the same time, they may portray a level of aloofness or apathy. Not all members of the Mugen clan have the crystalline sapphire eyes that signify the Rikugan, but regardless all are recognizable with piercing blue eyes. #### Mugen Traits **Ability Score Increase:** +2 Int, +1 Con or Wis
**Speed:** Your base walking speed is 30 feet
**Skill Proficiencies:** Pick two from: Ninshou, Chakra Control, and Perception
**Infinite Skill:** You know 1 additional Mugen Clan D-Rank Jutsu, this does not count against your jutsu known.
#### Mugen Features  **Mugen Clan Jutsu:** Beginning at 1st level the Mugen have access to a separate list of Jutsu unique to their Clan. You can add these Jutsu to your jutsu list alongside other Jutsu taken from the standard Ninjutsu, Taijutsu & Genjutsu lists. **Spectrum:** Beginning at 1st level, Limitless manifests in a variety of ways. Choose one of the following options: - **Empty Void**: While below half chakra, Mugen Hijutsu no longer cost chakra to maintain concentration on and deal an additional die of damage once per casting. - **Infinite Speed:** You are able to quickly close the infinite space between you and a point you can see. When you would move, you may reduce your movement speed by half to instead teleport to an unoccupied space within your movement. - **Limitless Barrier:** You are adept at increasing the space between you and a method of attack, using your bloodline ability as opposed to your physicality. When you would make a Dexterity saving throw, you may spend 5 Chakra and instead make a Constitution saving throw as a reaction. When you use your reaction in this way, you may immediately cast a Mugen Clan Jutsu with the casting time of 1 Reaction. Casting a Mugen Hijutsu in this way can only be done a number of times per long rest equal to your Intelligence Modifier. ``` ```  At 11th level, your Limitless begins to take on a definite form. Choose another of the above options, or one of the ones listed below: - **Attractive Blue:** When you would cast a Mugen Hijutsu without the Red keyword, increase the Save DC by 2. - **Boundless Crimson:** When you cast a Mugen Hijutsu, you regain hit points equal to the rank of the Jutsu (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). You cannot gain this benefit if the cost of the jutsu is reduced in any way. - **Endless Sky:** When you cast a Mugen Hijutsu, you lower its chakra cost equal to the rank of the Jutsu (D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5). - **Forceful Red:** When you cast a Mugen Hijutsu without the Blue Keyword, once per casting you may deal an additional die of damage from the jutsu. - **Greyscale:** You gain resistance to Force damage and can't be unwillingly moved. At 18th level, you may choose another of the above options, or gain a new one as shown below. Some of these require a previous feature in order to take them, as listed in the description. - **Abyss of Null:** When you would be targeted by a jutsu, you may use your reaction to dispel that jutsu as if by the Chakra Shatter genjutsu which automatically succeeds if possible. You may do this twice per long rest. - **Cosmic Lilac:** When you cast a Mugen Hijutsu with the Red or Blue keywords, you may immediately cast a Mugen Hijutsu at least one rank lower that has the opposite keyword as a bonus action at the cost of the original jutsu cast. You cannot upcast either jutsu. - **Singularity:** You are immune to Force damage and cannot have disadvantage on Ninjutsu Attacks. You must have Greyscale to select this feature. - **Invisible Blue:** The force at which the universe attempts to correct the empty space of matter is astronomical, going at speeds faster than even light, causing the area to be imperceivable for a short moment. Increase the Save DC of Mugen Hijutsu with the Blue Keyword by 1. You must have Attractive Blue to select this feature. - **Unstoppable Red:** The matter condensed into your Red jutsu has vastly increased, forming what could almost be considered a mini blackhole. When you deal damage with a Mugen Hijutsu with the Red Keyword, you may add your Proficiency Bonus to the damage once per turn. You must have Forceful Red to select this feature. **Infinity:** Beginning at 3rd level, when you manipulate matter through Limitless, you have learned to intensify the Infinity around yourself to shield you from attack at the same time. When you cast a Mugen Clan Hijutsu, you roll 1d4 + the Rank of the Jutsu (1 for D, 2 for C, 3 for B, 4 for A, 5 for S). You gain that many temporary hit points until the start of your next turn. At 15th level, this becomes 1d6 + the rank of the jutsu. **Fathomless Resistance:** Starting at 7th level, you have mastered your Limitless to protect you from harm against Ninjutsu. When you succeed a Constitution saving throw against a Ninjutsu which causes you to take half damage on a success, you may spend 5 chakra to instead take no damage on a success. \page ## Mugen Clan Jutsu ### D-Rank #### Blue: Attracting Strike **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 action
**Range:** 15 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Taijutsu, Blue
**Description:** You coat a fist in Limitless Blue and target a creature within range. The target creature must make a Strength Saving Throw, being pulled to a spot adjacent to you. You may then make a Taijutsu attack against that creature so long as they are within 5 feet of you. If they failed the Strength Save, you make the attack at advantage. On a hit, you deal your Unarmed Damage + 3d6 Force damage. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3 and the additional damage by 2d6. At B-Rank, this jutsu gains a range of 20 feet. At S-Rank, its range becomes 25 feet. #### Infinite Space **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 reaction when you are targeted for an attack or forced to make a Strength, Dexterity, or Constitution Save against damage.
**Range:** Self
**Duration:** Instant
**Components:** HS
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
         **Description:** You quickly utilize the infinite
                  space between anything at all times
                  to your defense, slowing the attack
                    and possibly stopping it all
                      together. Increase your AC by 3
                        against the triggering attack
                      and all other attacks this turn.
                        You gain +1 AC against all
                          attacks after this turn until
                        the start of your next turn.                     Additionally, you gain a +2
                  bonus to Strength, Dexterity, or
                  Constitution saving throws until the
                start of your next turn. You then gain
                resistance to the triggering effects
                damage type(s) until the start of your
              next turn. ``` ``` #### Red: Blow Back **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Clash, Red
**Description:** You create a small orb of bright red chakra, no larger than a golf ball, and shoot it at a creature in range. Make a Ranged Ninjutsu attack against the creature, dealing 3d8 Force damage on a hit. The target must then also make a Strength Saving Throw or be pushed directly back 15 feet. If they fail this Strength Save, the next attack to hit them also deals an additional die of damage. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3 and the damage by 2d8 and the amount pushed back by 5 feet. #### Infinite Steps **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 bonus action
**Range:** 60 feet
**Duration:** Instantaneous
**Components:** CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** When you hit a creature with an attack or Mugen Hijutsu, you may cast this jutsu as a bonus action. When you do so, you intensify the infinity surrounding the creature. The creature must make a Constitution Saving Throw. On a failed save, they gain 1 rank of the Slowed condition as they find moving through this limitless space difficult and taxing. On a success, they instead just reduce their movement speed by 10 feet. Either effect lasts until the end of their next turn. ### C-Rank #### Blue: Crush **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu, Blue
**Description:** You surround a creature with nothing, leaving no matter around them. This causes the universe to quickly rush into that spot, crushing and disorientating the target. Choose a creature within range, they must make a Constitution Saving Throw. On a failed save, they take 6d8 Force damage and are Dazed until the end of their next turn. On a successful save, they take half damage and aren't dazed. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost by 3 and the damage by 2d8. \page #### Limitless Movement **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 action
**Range:** 100 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You weave together two spots, where you are and a place within range, a small infinity of space between the two, and compress them. You must be able to see or are familiar with the chosen spot. Teleporting to that spot, as the sudden shift in space sends forth a shockwave of energy. Creatures of your choice within 10 feet of the spot you teleported to and from must make a Constitution Saving Throw, taking 6d4 Force damage on a fail, and half as much on a success. You can bring along object as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to it carrying capacity. The creature must be within 5 feet of you when you cast this jutsu, and there must be an unoccupied space within 5-feet of your destination space for the creature to appear in; otherwise, the creature is left behind. All attacks made against you, and the creature you brought with if you brought one, are made at disadvantage until the start of your next turn. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost by 3 and the damage by 1d4. When cast at B-Rank, the Range becomes 500 feet. When cast at A-Rank, the range becomes 1 mile. When cast at S-Rank, the range becomes ten miles. #### Red: Repelling Coat **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 action
**Range:** Self
**Duration:** Concentration, up to
1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Red
**Description:** You coat your body in the crimson
red of your repelling Limitless chakra, causing
attacks to struggle to hit you and maintain
their force. You reduce incoming damage by 2,
and also gain a +2 bonus to AC,
as well as Strength and
Dexterity Saving Throws. ``` ``` ### B-Rank #### Blue: Lapse
**Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 action
**Range:** 80 feet (20-foot radius)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu, Clash, Blue
**Description:** You send forth a large ball of blue to a space within range, which the sphere centers around in a 20-foot radius creating a dead zone of matter in the air. As you let this orb dissipate, matter rushes in, also causing creatures nearby to be dragged with it. Creatures in the radius, or within 5 feet of the radius, must make a Strength Saving Throw. On a failed save, they are knocked prone, pulled 30 feet toward the center of the radius and take 8d10 Force damage. On a successful save, they take half damage and aren't pulled. If they hit an object, structure, or creature from this forced movement, they take 1d4 bludgeoning damage for every 5 feet travelled. #### Red: Reversal **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu, Clash, Red
**Description:** You create a ball of crimson chakra and focus it to a fine point above your fingers, before launching it at a creature within range.            Make a ninjutsu attack against the            target creature. On a hit, the target            takes 9d8 Force damage and is            dazed until the end of their next            turn. If you hit, the warbling ball           explodes outward into a cone of mass             trying to correct itself. Creatures              in a 15-foot cone behind the      target must make a Dexterity Save. On a failed      save, they take 3d8 Force damage and are pushed      back 20 feet. On a success, they take half damage       and aren't knocked back. \page ### A-Rank #### Unlimited Void **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 action
**Range:** 30 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 20 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You pull all those around you into a space of true infinity. All creatures within 30 feet of you are brought to this space, and cannot move more than 30 feet away from where you were when you casted this jutsu. Creatures on the outside can try and enter by making a Ninshou check against your Ninjutsu Save DC, being able to enter on a success. When you cast this jutsu, creatures of your choice within 30 feet of you must make a Wisdom Saving Throw. On a failed save, they are Incapacitated and take 2d8 Psychic damage at the start of each of their turns as they feel, see, hear, all of their senses overwhelmed with everything possible faster than they can process it. On a successful save, the creature is instead Dazed for the duration of this jutsu. A creature incapacitated or dazed by this jutsu remains as such until the end of the jutsu or they succeed the save. A creature incapacitated by this jutsu remakes the save at the end of each of it's turns, becoming Dazed on a success. A Dazed creature also remakes the save at the end of each of it's turns, losing the condition on a success. > ##### Kyori Clan > Blast here. If you are passionate about Jujutsu Kaisen and are a huge fan of the Limitless abilities shown by Gojo Satoru, you should know that there is another clan that focuses on Gojo's techniques, known as the [Kyori Clan](https://drive.google.com/file/d/1QOwAk38uaM81xkXkYJ-n9QvB9dtIUCo3/view), created by TrueRulerOfNone. If you are a fan of what Mugen does, you'll surely love this clan as well :). \page ## Mugen Clan Feats ### Infinite Color **Category:** Clan
**Prerequisite:** Mugen Clan
The manifestation of your Limitless has adapted to your varied use and mastery of it. You gain the following benefits; - Increase your Intelligence ability score by 1, up the maximum of 20. - You gain one additional feature from the ***Spectrum*** clan feature from a level you qualify for. - Creatures have disadvantage on checks made to counter or dispel Mugen Hijutsu. - You can take this feat twice, gaining a new feature from ***Spectrum*** each time. ### Limitless Reserves **Category:** Clan
**Prerequisite:** Mugen Clan, level 4+
Your mastery of your Clan Techniques has evolved, allowing you to manipulate your own chakra reserves once. This evolution in skill grants you the following
benefits: - Increase your Constitution or Intelligence ability score
by 1, up the maximum of 20. - Your chakra point maximum increases by an amount equal to your level when you gain this feat.
Whenever you gain a level thereafter, your
chakra points maximum increases by an additional 1 chakra points. - You can spend an additional 5 chakra when you cast a Mugen Clan Jutsu to roll an additional die from your **Infinity** clan feature and add it to the temporary hit points gained. This can only trigger once per turn. ### Endless Potential [New!] **Category:** Clan
**Prerequisite:** Mugen Clan, Level 8+
Your Limitless Technique exceeds all boundries placed upon, venturing into new territory none before you thought were possible to chart. You gain the following benefits; - Increase your Intelligence ability score by 1, up to the maximum of 20. - Select a number of jutsu up to your Intelligence modifier. When you cast these jutsu, you may spend an additional 2 chakra to treat them as Mugen Hijutsu for the duration of the casting. You may switch which jutsu benefit from this feature on a long rest. - You may now use **Fathomless Resistance** with Strength saving throws as well. \page
##### Latent Mugen | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Spectrum I** | 4 | *(You must have **D-Rank Hijutsu**)* Beginning at 1st level, you gain one of the options listed in the ***Spectrum*** Mugen Clan feature. | **Latent Spectrum II** | 4 | *(You must have **Latent Spectrum I**)* Beginning at 11th level, select another 1st level option from ***Spectrum***, or an 11th level option. | **Latent Spectrum III** | 5 | *(You must have **Latent Spectrum II **)* Beginning at 18th level, you can select another option from ***Spectrum*** at 1st, 11th, or 18th levels. If a feature you select requires a prerequisite feature, you must have this feature in order to take the new feature as normal. | **Latent Infinity I** | 4 | *(You must have **D-Rank Hijutsu**)* Beginning at 3rd level, when you cast a Mugen Clan Hijutsu, you gain temporary hit points equal to 1d4 + an amount equal to the rank of the jutsu cast *(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)*. These temporary hit points last until the start of your next turn. | **Latent Infinity II** | 4 | *(You must have **Latent Infinity I **)* Beginning at 15th level, you roll a 1d6 instead of a 1d4. | **Latent Fathomless Resistance** | 4 | Beginning at 7th level, when you succeed a Constituton saving throw against a Ninjutsu and would take half damage on a success, you can spend 5 chakra to instead take no damage on a success. | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Mugen Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Mugen Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Mugen Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Mugen Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Mugen Clan as a prerequisite.
\page ## [Ninneko - Ninja Cat Clan](https://homebrewery.naturalcrit.com/share/JCDuQ7Hr2e5b) ***Creator:*** *Scrub* // ***Tag:*** *Monstrous*
*Street lamps softly illuminate the after-hours of a side street market. Gentle buzzing from nocturnal insects fills the nightly silence. Two armed men guard the gated door to a shop inside. The two thugs pass the time with small talk before calling to their employer inside. The boss, meticulously counting heaps of ryo while 'balancing' a business ledger to ensure his laundered money stays clean, hollers back, "I need at least fifteen more! Just relax, boys. It's a quiet night!" The two men sigh and return to scanning the street, noticing the local stray cats beginning their nightly prowl. Hungry meows lure the thugs into submission. "I think I've got some leftovers inside. I was gonna throw 'em out anyway," one thug says. The other catches his arm and states, "Hey, we shouldn't leave post, what if--" The first man yanks his arm free, "They're just cats, dude. What are they gonna do? Rob us?" He unlocks the heavy door and takes a step inside... and the sound of a small blade slices through the air behind him...*
~ Makuzoyashi Haruno The Miracle Bindings, Ch. 1, excerpt.
### Feline Legacy Ninja cats are rarely seen outside their homeland. The reason for this rarity is uncertain, but a unique genetic mutation found in seemingly random domestic cat breeds awakens an intellect far surpassing that of a normal feline. Over the years, as more of these extraordinary cats emerged, they united to form what would become the Ninneko Clan, leaving their distinctive paw print on the shinobi world! #### Ninneko Traits ___ - **Ability Score Increase:** +2 Dex, +1 Cha - **Speed:** Your base walking speed is 35 feet, and you have a climbing speed equal to your walking speed. - **Skill Proficiencies:** Acrobatics, Perception - **Darkvision:** You have darkvision to a range of 60 feet. - **Extra Language:** Cat-Speak, you can speak to and understand feline creatures. - **Feline Stature:** You count as both a humanoid and beast. Also, your size category is Small. Due to your size you cannot wield weapons with the Heavy property nor can you wear heavy armor. ``` ``` #### Ninneko Features  **Ninneko Jutsu:** Ninja cats 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. **Feline Nature:** Beginning at 1st level, you possess many unique features, quirks, and abilities that define you as a shinobi... *who's also a cat.* - ***Claws:*** Your sharp claws serve as natural weapons with the Hidden and Unarmed properties, which you can use in place of unarmed attacks. These claws deal 1d6 slashing damage, and you can use Dexterity for their attack and damage rolls, as well as for Ninneko Clan Taijutsu attack rolls and save DC calculations. This damage increases to 1d8 at 7th level, 1d10 at 11th level, and 1d12 at 18th level. - ***Deft:*** Due to your small size, you can squeeze through spaces considered to be one size category smaller than you without difficulty, and you can move through the spaces of creatures one size category larger than you. - ***Grace:*** You are immune to damage from falling 30 feet or less if you aren’t incapacitated, and you have resistance to any fall damage taken beyond 30 feet. Additionally, standing up from prone costs you only 5 feet of movement. **Nine Lives:** Also at 1st level, your luck as a ninneko allows you to miraculously escape the grasp of death. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do this, you may also move up to half your walking speed as a reaction and benefit from the Dodge action until the start of your next turn. You can use this feature once per short rest. Upon reaching 18th level, when you roll initiative and have no uses of this feature, you regain one use. **Zoomies:** Starting at 3rd level, as a ninja cat you've honed your reflexes and quickness to grant you bursts of speed. When you move on your turn, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Starting at 11th level, this feature can be used twice before you must move 0 feet. At 15th level, while benefitting from this feature your movement doesn't provoke opportunity attacks, and you have advantage on Acrobatics checks and Dexterity saving throws until the end of the turn. **Feline Senses:** Beginning at 7th level, you've honed your acute feline senses with the aid of chakra. When making Perception checks that depend on hearing or smell, you add  half your level to the roll. Your sense of smell and hearing   also gain the benefits of chakra sense within a 60-foot    range. Additionally, you have advantage on *Read the    Enemy* checks against creatures detected within this     range. \page ## Ninneko Clan Jutsu List ### D-Rank #### Cat Chakra Claw ___ **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You flow chakra into your claws as they become sharper than steel. While concentrating on this jutsu, unarmed attacks and taijutsu you cast using your *Claws* gain a +1 bonus to hit and benefit from the ***Critical*** and ***Multiattack*** properties. #### Cat Eye Trick ___ **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Genjutsu, Visual
**Description:** One creature in range that can see you is selected as the target of this genjutsu. You appear as an unassuming, harmlessly adorable cat to a creature under this genjutsu. The target must make a Wisdom saving throw, and does so with advantage if you or your allies are fighting it. Creatures that fail against this jutsu can repeat the save at the end of each of its turns, ending the effects on
itself on a success. **Critical Success:** This jutsu ends on the
affected creature, removing all ranks of charm
inflicted by this jutsu and is immune to the effects of
this jutsu for 1 hour. **Success:** Affected creature does not gain a rank of charmed. **Failure:** Affected creature gains
1 rank of charmed against the caster
until this jutsu ends. **Critical Failure:** Affected creatures gains
2 ranks of charmed against the caster until
this jutsu ends and have their movement
reduced to 0 as they are overwhelmed with
cuteness. **At Higher Ranks:** For each rank you cast
this jutsu above D-Rank, increase the cost of
this jutsu by 3 and the number of creatures
you can target by 1. ``` ``` #### Flea Shuriken ___ **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** 1 minute
**Components:** CM, M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Taijutsu
**Description:** As a ninja cat you can stretch out your body, rolling the joints of your neck to launch chakra-enhanced fleas at a target in range to inflict extreme irritation. Make a ranged taijutsu attack against a single creature in range. On a hit, a target takes 3d6 piercing damage, then must succeed a Constitution saving throw or become Confused on a failed save, falling prone and unable to stand. At the beginning of each of its turns the creature takes 2d4 piercing damage. At the start of each of its turns, or if another creature uses the help action on it, the affected target can reattempt the save, ending the effects on itself on a success. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and increase the damage dealt by 1d6 and the number of targets hit by 1. #### Paw Swipe ___ **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Taijutsu
**Description:** You mischievously steal away with your opponent's items in the cover of your attack. Make a melee   taijutsu attack dealing your unarmed damage + 2d8.    On a hit,   you can attempt to disarm or         steal one item on the target's body. Make a        Sleight of Hand check contested against the       target's AC, on a success you take the chosen      item. If the target's passive perception is lower      than your check, it's unaware the item has been      stolen.     **At Higher Ranks:** For each rank you cast this      jutsu above D-Rank, increase the cost of this jutsu     by 3 and the damage dealt by 2d8. For every two      ranks this jutsu is cast above D-rank, you can                attempt to take an additional               item, making a seperate             check per item. \page ### C-Rank #### Cat Food Clone ___ **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM, NT (1 lb of cat food)
**Cost:** *Special* (8 Chakra)
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** You create an identical clone of yourself made of cat food. The rules for this clone are the same as a shadow clone, except it has no chakra. The clone can cast any Ninneko clan jutsu with the Ninjutsu or Taijutsu keyword of C-Rank or lower you know twice without expending chakra. After the second casting, the clone disappears. You can only have one Cat Food Clone at a time. Creating another clone causes an existing clone to disappear. As an action, you can see through your clone's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. As a bonus action on your turn, or a reaction before taking damage or making a saving throw, you can swap places with your clone if you are within 30 feet of it. #### Cat Scratch Fever ___ **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** M
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Taijutsu, Combo
**Description:** You spring into the air with a flurry of swipes, unleashing your feline fury. Make three melee taijutsu attacks against any target(s) within range. On each hit, deal your unarmed damage + 1d4 slashing damage. If at least two attacks hit a single target, it gains one rank of bleeding. If all three attacks hit a single target, it gains one
rank of lacerated. 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. **At Higher Ranks:** For each rank you
cast this jutsu above C-Rank, increase
the cost of this jutsu by 3 and the
number of attacks by 1. ``` ``` #### Catslumber ___ **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** 10 minutes
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Genjutsu, Auditory
**Description:** This is an advanced version of the 'Catnap' jutsu. You lace your enchanting purs with revitalizing chakra to encourage a cat-like sleep in those around you. Up to four willing creatures of your choice within range fall unconscious for the jutsu’s duration. The jutsu ends on a target early if it takes damage or someone uses an action to awaken it. If a creature remains unconscious for the full duration, it gains the benefit of a short rest and temporary hit and chakra points equal to double your Genjutsu modifier, and it can’t be affected by this jutsu again until it finishes a long rest. Alternatively, you can cast this jutsu on a single creature in range that can hear you, sending that target into a deep slumber. The creature makes a Wisdom saving throw. Creatures that fail against this jutsu can repeat the save at the end of each of its turns, ending the effects on itself on a success. **Critical Success:** This jutsu ends on the affected creature, removing all conditions inflicted by this jutsu and is immune to the effects of this jutsu for 1 hour. **Success:** The creature is unaffected. **Failure:** The affected creature gains three ranks of slowed and it is unable to speak due to uncontrollable yawning until this jutsu ends. **Critical Failure:** Affected creatures gains three ranks of slowed and it falls unconscious until this jutsu ends. An unconscious creature awakens if it takes damage or an action is used to wake it. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the number of creatures you can target by 1. \page ### B-Rank #### Cat Call ___ **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Concentration, up to 1 hour
**Components:** HS, CM
**Cost:** 11 Chakra
**Keywords:** Hijutsu, Genjutsu, Auditory, Visual
**Description:** Using a combination of wit, charm, and looks empowered by illusive genjutsu, you sway a creature to
your side. When you cast this jutsu, choose one creature within range that can see and hear you. The creature must make a Wisdom saving throw: **Success:** The creature is unaffected. **Failure:** Affected creature gains two ranks of Charmed until this jutsu ends. While the creature is charmed
this way, as a bonus action on subsequent turns, you
can command the creature to perform any task you
ask of it in a friendly manner, to the best of its
ability. If the task might cause harm to the creature,
or if it conflicts with the creature's normal activities
and desires, the target can make another Wisdom
saving throw to try to end the effect. If the task
would result in physical harm or death obvious to
the creature, the jutsu ends. **Critical Failure:** Affected creatures gains the same as ***Failure*** except now has disadvantage on its Wisdom saving throw to end the jutsu on itself. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and the number of creatures you can target with this jutsu by 1.






















##### "Thank you to my amazing & beautiful ***Wife*** as the inspiration and idea for making this clan. The Ninja Cat Clan is dedicated to her <3" ~ Scrub




























#### Powerful Paw ___ **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Taijutsu, Finisher
**Description:** You blitz toward an enemy with feline ferocity. Make a single melee taijutsu attack, dealing your unarmed damage + 6d6 bludgeoning damage against the target on a hit.  This jutsu gains a +1 bonus to its attack roll and an extra    d6 damage die for every 10 feet traveled in the target's     direction this turn before making the Taijutsu attack (to    a max of 60 feet).   On a hit, the target also must make a Constitution      saving throw or become Dazed for 1 minute. While Dazed  this way, it cannot speak, only suttering and sluring its     words in cat-like meows.    If this jutsu is used as a ***Finisher***, the target must      make a Constitution saving throw. On a failure, it      becomes Dazed for 1 minute, and cannot move,       and is incapacitated until the end of its next turn. **At Higher Ranks:** For each rank you cast this jutsu above  B-Rank, increase the cost of this jutsu by 3 and any d6    damage rolled from this jutsu increases its damage die size  by 1. \page ### A-Rank #### Purrrgatory ___ **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 15 Chakra
**Keywords:** Hijutsu, Genjutsu, Auditory, Tactile, Visual
**Description:** You trap a creature in range within a perceived illusion of a cat-themed purgatory of your design. For the duration of the genjutsu, you alter the appearance of the environment surrounding the target. Select a creature in range. That target must make a Wisdom saving throw. **Success:** The creature breaks the illusion and this jutsu ends. **Failure:** The affected creature is trapped within a perceived illusion of a cat-themed purgatory of your design. For the duration of the genjutsu, you alter the appearance of the environment surrounding the target. The target becomes otherwise blind to their surroundings. In the illusory area created by the jutsu, three Shadow Cats appear, occupying a space within 60 feet of the target. Refer to the **Shadow Cat** stat block. On your turn, you can use a bonus action to command each Shadow Cat to move up to 60 feet and make a single attack. **Critical Failure:** In addition to ***Failure***, an affected creature also gains 1 rank of Fear and is stunned until the beginning of its next turn. At the beginning of your turn while concentrating on this jutsu, you can choose to spend the chakra cost once more to create three additional Shadow Cats to a maximum of six (6). An affected target can make a Wisdom saving throw at the end of each of its turns. On a successful save it breaks free and the effects of the jutsu end on that target. If a target breaks out of this jutsu early, you can target another creature within range as an action. ___ > ## Shadow Cat >*Medium Construct, unaligned* > ___ > - **Armor Class** 14 + Your Genjutsu Ability Modifier > - **Hit Points** 90 > - **Speed** 60ft., climb 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|19 (+4)|16 (+3)|10 (0)|13 (+1)|14 (+2)| >___ > - **Saving Throws** Dex +10, Int +6, Wis +7, Cha +8 > - **Damage Immunities** Chakra, Necrotic, Poison, Psychic > - **Damage Resistances** Force; Bludgeoning, Piercing, and Slashing. > - **Condition Immunities** Bleeding, charmed, exhaustion, poisoned and frightened > - **Senses** Darkvision 60ft., passive Perception 11 > > ___ > >***Living Shadow.*** While in dim light or darkness, attacks against the Shadow Cat have disadvantage. > >***Immutible Form.*** The construct is immune to any hostile jutsu or effect that would alter its form. > > ### Actions > ***Shadow Claws.*** *Melee weapon attack:* Caster's melee genjutsu attack to hit, reach 5ft., one target. *Hit:* 2d10 + caster's genjutsu modifier psychic damage. Target also makes a Wisdom saving throw, gaining 1 rank of Fear against each Shadow Cat on a failure. > >
  **At Higher Ranks:** For each rank you cast this jutsu above A-rank, increase the cost of this jutsu by 3 and the number of creatures you can affect at one time by 1. \page ## Ninneko Clan Feats ### Catlike Reflexes **Category:** Clan
**Prerequisites:** Ninneko Clan
Your lightning reflexes quicken further - you are always ready to jump into (or out of) action! You gain the following benefits; - Increase your Dexterity score by 1, to a max of 20. - You gain expertise in Acrobatics. If you already have expertise, then you gain expertise in one Dexterity skill you are proficient in. - You gain a +1 bonus to initiative checks and cannot be surprised while you are conscious. - As a reaction, you can move up to 15 feet when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. ### Lucky Lives **Category:** Clan
**Prerequisites:** Ninneko Clan, level 8+
Your lifeforce is tenacious and your luck is immeasurable! You gain the following benefits; - You halve the additional damage that would be dealt as a result of a critical hit against you. - You gain an additional use of your ***Nine Lives*** clan feature. - You may spend a use of this feature as a reaction when you fail a saving throw against a hostile effect to instead succeed. When you succeed a saving throw this way, you are not subject to any further of its effects. ### Feral Combatant **Category:** Clan
**Prerequisites:** Ninneko Clan, level 4+
Your true ferocity is unleashed through your fiery claws. You gain the following benefits; - Increase your Strength or Dexterity score by 1, to a max of 20. - Once per turn, when you cast a Ninneko Taijutsu that inflicts a condition, you can cause it to inflict an additional rank of that condition. This additional rank lasts until the end of the target's next turn. - You gain an alternative use of your ***Zoomies*** feature - **Pounce** You can forgo the extra speed granted by this feature to pounce on an enemy. When you move at least 10 feet in a straight line toward a creature and end your movement within 5 feet of it, you can attempt to pounce on the target. The creature must succeed on a Strength saving throw against your Ninneko Taijutsu save DC or be knocked prone. You can't use this feature again until you have moved 0 feet on one of your turns. ``` ``` ### An Eye for Mischief **Category:** Clan
**Prerequisites:** Ninneko Clan, level 4+
Your eyes are exceptionally cute, granting you a pleasant persona to front your foes with. You gain the following benefits; - Increase your Charisma score by 1, to a max of 20. - You can use Charisma instead of Wisdom as your jutsu casting ability for Ninneko Genjutsu. - You learn the ***Cat Eye Trick*** Ninneko Genjutsu. This jutsu now inflicts the Dazzled condition on any failed save in addition to the jutsu's normal effects. - When you cast a Ninneko Genjutsu, you can cause one target that failed its saving throw to gain one additional rank of Charmed which lasts until the end of that creature's next turn. A creature affected by this cannot be affected again for the next minute. ### Steel Claws **Category:** Clan
**Prerequisites:** Ninneko Clan, level 8+
Your claws are akin to steel blades You gain the following benefits; - Increase your Strength or Dexterity score by 1, to a max of 20. - The base damage die of your claws becomes 2d6 slashing damage, regardless of your level. - Your claws gain the ***Deadly*** and ***Disarm*** properties. - Unarmed strikes using your claws can be used in place
of a 'slashing' weapon for Bukijutsu that would
require it. \page
##### Latent Ninneko 💀 | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Feline Legacy** | 0 | Beginning at 1st level, you can understand and communicate in "Cat Speech" and gain proficiency in Acrobatics and Perception. | **Latent Feline Nature I** | 2 | *(You must have **Latent Feline Legacy**)* Beginning at 1st level, select one option from the ***Feline Nature*** Ninneko Clan feature. You gain this feature. | **Latent Feline Nature II** | 2 | *(You must have **Latent Feline Nature I**)* Beginning at 7th level, select another option from the ***Feline Nature*** Ninneko Clan feature. You gain this feature. | **Latent Feline Nature III** | 2 | *(You must have **Latent Feline Nature II**)* Beginning at 15th level, select another option from the ***Feline Nature*** Ninneko Clan feature. | **Latent Feline Senses I** | 2 | *(You must have **Latent Feline Legacy**)* Beginning at 3rd level, you gain a bonus to Wisdom (Perception) checks equal to half your proficiency bonus that rely on smell or hearing. | **Latent Feline Senses II** | 2 | *(You must have **Latent Feline Senses I**)* Beginning at 15th level, you gain the benefit of chakra sensing with hearing and smell. | **Latent Zoomies I** | 2 | Beginning At 1st level, when you move on your turn, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. | **Latent Zoomies II** | 2 | *(You must have **Latent Zoomies I**)* Beginning at 11th level, you can use this feature twice before needing to spend one of your turns not moving to regain the ability to use it again (You regain both uses this way). | **Latent Zoomies III** | 2 | *(You must have **Latent Zoomies II**)* Beginning at 15th level, while benefitting from this feature you ignore difficult terrain and automatically succeed Acrobatics checks. | **D-Rank Hijutsu** | 2 | *(You must have **Latent Feline Legacy**)* You gain the ability to learn D-Rank Ninneko Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Ninneko Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Ninneko Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Ninneko Hijutsu. | **Clan Feats** | 5 | *(You must have **Latent Feline Legacy**)* You gain the ability to learn Clan Feats, with Ninneko Clan as a prerequisite.
> ##### Acknowledgements > Ninneko poses an *interesting* lore dillema as a Latent due to the Bloodline feat being described as a link by blood. A player who takes Latent Ninneko is almost assuredly going to be a human, so how could the player and DM explain how the player could be "half cat"? Simply put, they're not. We recommend that both the player and DM explain that the character was raised or had close ties with the Ninneko species, explaining how they possess some of their features and hijutsu. This approach we feel allievates the majority of the awkwardness that this bloodline can introduce and can open the doorway for additional characters and plotlines to be added to the world for this player and perhaps the rest of the party. \page ## [Otogi Clan](https://homebrewery.naturalcrit.com/share/IT6rby3TIaIg) ***Creator:*** *Scrub. Original Clan by [uberdinosaur](https://drive.google.com/file/d/1KYLOeXc7Ims3vrKvT7uXMFcK3fBuiH6F/view)*
*Stumbly through the thick under brush of the forest of death, a young shinobi staggers to their feet. Frightened beyond belief, the shinobi called out to his missing squadmates. A discordant chorus of murmurs hymns throughout the trees. Like a siren's haunting call, the poor shinobi is drawn into its droning cadence. For a moment, all seems too quiet as the shinobi snaps out of the trance, until a BOOMING wave of energy ripples the ground ahead of him, tearing through roots and slicing through stone, the resonating wave blasting him to smithereens. "Ahh, dammit. I still haven't got this compressor calibrated right," a figure speaks as it steps out from the source of the wave, a Sound village headband flashing from its garb, "Oh well, plenty more weaklings to continue target practice with where that came from". *
~ Makuzoyashi Haruno The Miracle Bindings, Ch. 14, excerpt.
### Perfect Pitch The Otogi are a clan whose members are most often described by their methodical precision and callus disposition. Of course this is not the case for all its members. However, one thing that stands true for every Otogi is they have a rhyme and reason for what they do; whether that motive be good or bad, they are people that stick to a plan. #### Otogi Traits ___ - **Ability Score Increase:** +2 Wis, +1 Dex or Int. - **Speed:** Your base walking speed is 30 feet. - **Skill Proficiencies:** Perception, Crafting. - **Sound Release Affinity:** You begin with Wind Release Affinity. - **Wind Literacy:** Your Ninjutsu ability score is counted as being +2 higher, for the purpose of qualifying for jutsu of B-Rank or higher with the Wind Release Keyword. #### Otogi Features  **Sound Techniques:** The Otogi Clan have access to a separate list of jutsu unique to themselves. You can add these jutsu to your jutsu list instead of selecting jutsu from the normal jutsu list. **Sound Simplicity:** Beginning at 1st level, when creating or learning Ninjutsu with the Wind Release keyword or Genjutsu with the Auditory Keyword, reduce the time it takes to complete the task by half. This does not stack with other similar effects. **Echolocation:** Beginning at 1st level, your precise hearing allows you to pinpoint an enemy's exact location. You have 60 feet of blindsight while out of combat and half of that, while in combat, while you aren't deafened. Starting at 3rd level, your passive perception cannot be lowered except when unconscious. Additionally, as a bonus action, you can Search or make a perception check. At 11th level your blindsight is always at 60 feet, and you are considered to have expertise when making Perception checks while relying on hearing. If you already have
expertise then you instead add a 1d4 to the result. **Sonic Gadgets:** Beginning at 3rd Level, not only are the Otogi clan perceptive shinobi, but they make for devious tinkerers as well. When you would benefit from a long rest, you can craft a single ninja tool from the ***Sonic Gadgets*** table shown later. These certain ninja tools may serve as a component for your Otogi Clan Hijutsu. You can only have one Sonic Gadget crafted at a time. If you were to craft a different gadget, the previous one is rendered inert. Only you can activate or gain the benefit of a Sonic Gadget. All Sonic Gadget abilities share a pool of charges equal to your proficiency bonus, which replenishes after a long rest. If a gadget requires a saving throw to be made, you can use either your Ninjutsu or Genjutsu save DC (your choice). At 11th level, when you would benefit from a long rest, you can now craft up to two gadgets. Also, once per long rest, over the course of a short rest you can swap out a gadget of your choice with another available to you. At 18th level, you can craft up to three gadgets per long rest. **Sound Release:** The Otogi clan are notoriously known for their deadly and unique practice of Sound Release, a lethal variant of Wind Release that deafens and disorients its victims. Beginning at 7th level, when casting a Ninjutsu with the Wind Release keyword, or a Genjutsu with the Auditory keyword, you can change the damage type to force, and attack rolls from jutsu you cast this way ignore two steps of cover (Quarter cover>Half cover>Three-quarters cover>Full cover), and jutsu with the Auditory keyword you cast this way can affect creatures regardless if they're deafened or not. Also at 7th level, your Sound release becomes deadlier with each affliction. When you cast a Ninjutsu with the Wind Release Keyword, or a Genjutsu with the Auditory keyword, targeting a creature suffering from either the Concussed, Dazed, Bleeding, or Deafened conditions you inflicted, that jutsu increases its critical threat range by +1 for each of the aforementioned conditions ( to a max of +3). Beginning at 15th level, once per turn, when you would deal force damage, you also inflict 2 ranks of Concussed. \page
##### Sonic Gadgets Table | Gadget Name | Gadget Feature | |:----:|:-------------| | Echo Seal Modification | You're able to weave your unavoidable sound into your strikes. When you craft this gadget, it becomes bound to a melee weapon you are holding which consumes a Seal Slot. Damage rolls you make with the weapon deal an extra 1d4 force damage, and when you make an attack roll and miss, the target still takes the 1d4 force damage. When you damage a creature with this weapon, you can spend a charge to cause the target to make a Constitution saving throw, gaining 1 rank of concussed and becoming deafened until the end of its next turn on a failure. | | Eardrum Rupturer | You outfit your body with a device of your own description, making your soundwaves more debilitating. You may use this gadget as a ninja tool component with Otogi hijutsu you cast that deals damage. When you do so, that jutsu deals an extra 2 force damage. As a reaction, when you deal force damage to a creature using an Otogi hijutsu, you can spend a charge to force one of the affected creatures to make a Constitution saving throw. The affected creature gains one of the following conditions of your choice on a failure, based on how much force damage it took; at least 10: Concussed until the end of its next turn, at least 20: Bleeding until the end of its next turn, at least 30: Dazed until the end of its next turn. | | Resonating Drill | You outfit your arms with a device of your own description, allowing your soundwaves to penetrate defenses. You may use this gadget as a ninja tool component with Otogi hijutsu you cast that makes an attack roll. When you do so, if the jutsu makes a ranged attack roll, it instead becomes a melee attack roll using your unarmed strike. A jutsu cast this cannot have its damage be reduced by more than 5. As a bonus action, when you deal force damage to a creature using an Otogi hijutsu this way, you can spend a charge to force advantage on your attack roll against the target. If the attack misses, you cannot regain the function of this ability until after your next turn. | | Focused Hearing-Aid | You afix a blinking device to your ear or around your head, enhancing your perceptive abilities. Increase your passive perception by +5 and the range of your blindsight by +10 feet. You cannot be surprised against creatures within range of your blindsight. As an action, you can spend a charge to dilate your senses for 1 minute, focusing on a single creature, doubling the range of your blindsight but only allowing you to sense a single target with it at a time. The creature you sense this way cannot gain the benefit of being hidden from you. For the next minute, as a bonus action you can declare a new target for your blindsight.| | Noise Canceller | A small device of your own description emits a sphere of noise cancellation. You have advantage on checks to remain hidden and movement you make that would create sound cannot be heard more than 5 feet away from you. As an action, you can spend a charge extend the effect of this device up to a 10 foot sphere for 1 minute, allowing allied creatures within that range to gain the same benefits. | | Infrasonic Compressor | You outfit your body with a device of your own description, allowing your soundwaves to become precise. You may use this gadget as a ninja tool component with Otogi hijutsu you cast as an action that creates an area of effect and causes a target to make a saving throw. When you do so, you can choose a number of creatures equal to your Sonic Gadget total. The chosen creature(s) automatically succeed on their saving throws against the jutsu, and they take no damage if they would normally take half damage on a successful save. As a bonus action, when casting an Otogi hijutsu would force creatures in an area to make a saving throw, you can spend a charge to instead make an attack roll against one creature within the area. On a hit, the target is treated as if it failed the saving throw and no other creature is affected, even if the jutsu would normally affect multiple creatures.| | Static Disruption | You craft a device onto your body which exudes a field of numbing static frequencies. When a creature would make a Chakra Control check to maintain concentration after taking force damage from you, it suffers a -1d4 penalty to its saving throw and takes an additional amount of force damage equal to your proficiency bonus. As a bonus action, you can spend a charge to amplify the potency of this field until the end of the current turn, causing creatures you deal force damage against to be unable to concentrate on more than one jutsu at a time until the end of their next turn. | |Vibrosonic Modulator | You craft a device onto your body which streamlines your Sound Release jutsu into purer vibration waves. You may use Wisdom for the Attack and Damage rolls as well as Save DC of Otogi hijutsu. When you cast a Ninjutsu with the Wind Release keyword, you can spend a charge to stimulate its wind into vibration, allowing you to use Wisdom for its Attack and Damage rolls as well as Save DC. |
\page ## Otogi Clan Jutsu ### D-Rank #### Sound Release: Interference **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when you would take damage
**Range:** Self (10-foot sphere)
**Duration:** 1 round
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Auditory
**Description:** You shroud yourself in a static field of vibrations that absorbs incoming attacks and disorients enemies. You create a 10-foot sphere of interfering vibrations centered on you that reduces the damage you would receive by 3d10, except wind damage. If this damage is either bludgeoning or earth, reduce it by twice as much. Then until the beginning of your next turn, all damage except wind dealt in this sphere is reduced by -3. Creatures that enter the sphere for the first time on a turn or begin their turn within it must succeed a Wisdom saving throw or gain 1 rank of concussed until their next turn. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and increase the damage reduction by 1d10. #### Sound Release: Reverberating Sphere **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 120 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Auditory
**Description:** You hurl a spherical orb of compressed, vibrating wind at a target in range. On a hit, you deal 4d4 force damage and the target must succeed a Constitution saving throw or gain 1 rank of concussed until the end of its next turn. When you roll a 10 on at least two damage dice, the target also becomes deafened for as long as it remains concussed. On a failed save, the target takes another 2d4 force damage at the beginning of its next turn as the vibrations continue to shake it. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, also increase the damage dealt by 2d4, and the repeating damage by 1d4. When you cast this jutsu at B-Rank or above, the target also becomes dazed on a failed save. ``` ``` #### Sound Release: Sonic Burst **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (20-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Auditory
**Description:** You gather your chakra forming it into soundwaves at the palm of your hands, building it up into a concussive boom. All creatures 20-foot cone originating from you on you must make a Constitution saving throw. On a failed save, a creature takes 4d6 force damage, and is pushed back 10 feet and becomes deafened for the next minute, repeating the save at the end of each of its turns. On a successful save, a creature takes half damage. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the jutsu's effect, and the blast emits a concussive boom audible out to 300 feet. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, also increase the damage dealt by 1d6 and cone's area increases by 5 feet. When you cast this jutsu at B-Rank or above, creatures that fail their saving throw are also knocked prone. #### Sound Release: Slicing Soundwaves **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Clash, Auditory
**Description:** This is an advanced version of the 'Slicing Airwaves' jutsu. You channel compressed air through both of your arms as you knead chakra into it, causing that air to vibrate intensely. Make two ranged ninjutsu attacks against up to two targets. On each hit, you deal 2d8 force damage, and the target gains one rank of bleeding. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, also increase the damage dealt from each attack by 1d8 and the ranks of bleeding by +1. \page ### C-Rank #### Sound Release: Extreme Slicing Soundwaves **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Instant
**Components:** CM
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Auditory
**Description:** You must have cast Slicing Soundwaves this turn as an action. You boost the cutting power of your soundwaves with a concussive boom. Double the range of the jutsu, increase the critical threat range of each ranged Ninjutsu attack you make with Slicing Soundwaves by +1 (to a maximum of +3), increase the damage die increases by 1 step, and on a critical hit the target becomes lacerated. In addition, unsecured objects that are within 5 feet of the target are automatically pushed 10 feet away from the target by the jutsu's effect, and the attack emits a concussive boom audible out to 300 feet. #### Sound Release: Hypnotic Chime **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Genjutsu, Wind Release, Auditory
**Description:** You utilize your wind chakra to produce a droning sound within a 20-foot sphere centered on point you can see in range. The sound it makes distracts and disorients creatures within its space. When you cast this jutsu, and whenever a creature enters the sphere for the first time on a turn, it must make a Wisdom saving throw. Creatures that fail against this jutsu can repeat the save at the end of each of its turns, ending the effects on itself on a success. **Success:** Affected target does not become deafened. **Failure:** Affected targets take 2d6 force damage and become deafened as all it hears is the chime and you become duplicated by the soundwaves it produces, causing the target to have disadvantage on attacks made against you while it remains deafened. **Critical Failure:** Same as failure but affected targets now are dazed for as long as they remain deafened. **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 2d6 and the size of the sphere by 5 feet. ``` ``` #### Sound Release: Vibrating Echo Tremor **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** HS, CM, M
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Auditory
**Description:** You gather vibrating chakra into your fists or feet, slamming it down to create a devestating effect. Make a melee ninjutsu attack. On a hit, you deal 5d8 force damage and the target becomes concussed and dazed for 1 minute. The target can make a Constitution saving throw at the end of each of its turns to end this effect on itself with a success. The vibrating force of the attack ripples out from the target, causing the ground within 30-feet of it to become difficult terrain and all creatures except you within the radius must make a Constitution saving throw. On a failed save they take half the force damage and gain one rank of concussed. On a success, the take no effect. In addition, unsecured objects that are completely within the area of effect are automatically pushed 30 feet away from its center by the jutsu's effect, and the blast emits a concussive boom audible out to 300 feet. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, increase the damage by 1d8 and the number of ranks of concussed inflicted by +1. If cast to A-Rank or higher, you can make 1 additional melee ninjutsu attack. ### B-Rank #### Sound Release: Echo Chamber **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Genjutsu, Wind Release, Auditory, Tactile
**Description:** You weave a spiral of vibrating wind, creating a 20-foot sphere centered on a point within range. Creatures inside the sphere are deafened to all sounds outside of the sphere, and vice versa, creatures outside the sphere are deafened to all sounds within the sphere. A creature that attempts to move through the space of the sphere must make a Constitution saving throw, taking 6d6 force damage, is knocked back 10 feet, gains two ranks of concussed, and be unable to move through it on a failed save. On a successful save, it takes half as much damage and can move through the sphere as if it were difficult terrain. Sound is hypnotically amplified while inside the sphere which causes creatures to take additional damage when they would take wind, psychic, damage dice per equal to the rank of the jutsu damaging them (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, increase the damage by 2d6 and the size of the sphere by 5 feet. \page #### Sound Release: Resonating Blast **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (100-foot line)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Auditory
**Description:** You compress air into a vibrating wave of sound as your send it roaring in a 100-foot line that is 10 feet wide. Each creature within the line must make a Constitution saving throw. On a failed save a target takes 6d10 force damage and becomes concussed and bleeding, and is pushed away from the line. A creature pushed away from the line is knocked back 20 feet on a failed save, but if it failed its save by 10 or more, it is instead knocked back the entire 100-foot length of the line. This jutsu deals double damage to objects and structures. Objects and structures reduced to 0 hit points by this jutsu are destroyed. In addition, unsecured objects that are completely within the area of effect are automatically pushed the full 100 feet away from you by the jutsu's effect, and the blast emits a concussive boom audible out to 300 feet. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, increase the damage by 2d10. ``` ``` ### A-Rank #### Sound Release: Whisper / Bang **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (300-foot radius sphere)
**Duration:** *Special*
**Components:** HS, CM
**Cost:** 15 Chakra
**Keywords:** Hijutsu, Ninjutsu, Wind Release, Auditory
**Description:** When you cast this jutsu, you choose whether to *Whisper* or to *Bang*, either option having its own effect: **Whisper.** You create a low tone frequency which barely registers to most creatures. You must concentrate on this jutsu and it can last for up to 1 minute. This jutsu gains the Unaware Keyword. Each creature within 300 feet of you that can hear you must make on a Constitution saving throw. Choose two of the following effects. Each creature that fails suffers the chosen effects: - Gains two ranks of concussed, while concussed it also has one rank of charm or fear against you (your choice). - Gains two ranks of bleeding, while bleeding it also has one rank of charm or fear against you (your choice). - Takes 3d10 force damage at the start of each of its turns for the next minute. - Becomes deafened, while deafened you are considered invisible to that creature. On a successful save, a creature only suffers one of these effects. **Bang.** You gather your chakra into a swirling mass of resonating wind that grows more compressed and vibrating before it explodes in a massive boom. Each creature other than you within 300 feet of you must make a Constitution saving throw. On a failed save, a creature takes 10d10 force damage and deafened and dazed for 1 minute. On a successful save, a creature takes half damage and is only deafened for 1 minute. Creatures that fail this save by 5 or more also become concussed for 1 minute, suffering 1 rank of bleeding for each rank of concussed it has. The ground within this radius becomes difficult terrain. \page ## Otogi Clan Feats ### Echo-Precision **Category:** Clan
**Prerequisites:** Otogi Clan
You've trained your acute hearing to superhuman levels. You gain the following benefits; - Increase your Wisdom score by 1, to a max of 20. - You have tremorsense in addition to blindsight at the same distance, and you increase those distances by 15 feet. - When you would you perceive a creature with either of these senses, it cannot gain advantage on attack rolls against you. Similarly, you cannot have disadvantage on attack rolls against it. ### Sonic Tinkerer **Category:** Clan
**Prerequisites:** Otogi Clan, level 4+
You are ingenious in your craftsmenship of sound-based ninja tools on the fly. You gain the following benefits; - Increase your Intelligence score by 1, to a max of 20. - You gain proficiency in Crafting. If you are already proficient, you instead gain expertise. - When crafting a tool from the *Sonic Gadget* clan feature, you can do so during short rest now. - You can craft one additional Sonic Gadget which does not count against your maximum allowed. This extra gadget cannot gain the function of its Charge ability. - You may designate any number of allies proficient in Crafting to use your Sonic Gadget when you craft one following a rest. ``` ``` ### Rythmic Caster **Category:** Clan
**Prerequisites:** Otogi Clan, level 8+
You are able to generate more careful and methodical sound based attacks or blast your opponents away with mighty booms. You gain the following benefits; - Increase your Intelligence score by 1, to a max of 20. - When you cast an Otogi hijutsu, you may choose to give that jutsu the Unaware keyword. If a jutsu cast this way would normally produce an audible sound, it no longer does so. - When you cast an Otogi hijutsu which normally doesn't produce an audible sound, you may choose to deal an additional damage die with that jutsu but it now also produces an audible sound up to 300 feet away. ### Sound Breaker **Category:** Clan
**Prerequisites:** Otogi Clan, level 12+
Your mastery over Sound Release becomes fully realized. You gain the following benefits; - Increase your Intelligence score by 1, to a max of 20. - When you cast a jutsu benefiting from the *Sound Release* clan feature, if it inflicts a condition, you can change that condition to become equal ranks of concussed, bleeding, deafened. If the jutsu requires a saving throw as part of gaining this condition, that saving throw becomes a constitution saving throw. - Creatures with enhanced or otherwise sensative hearing (ex: advantage on hearing checks, jutsu which modify hearing, etc.) now suffer a -1d4 to jutsu you cast that benefit from your *Sound Release* clan feature which require a saving throw. \page
##### Latent Otogi | Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-----|:----:|:-------------| | **Latent Sound Release I** | 2 | Beginning at 7th level, when you cast a Ninjutsu with the Wind Release keyword, you ignore half cover. | | **Latent Sound Release II** | 5 | (You must have ***Latent Sound Release I*** ) Beginning at 7th level, you develop the variation of Wind Release known as Sound Release. When casting a Ninjutsu with the Wind Release Keyword, or Genjutsu with the Auditory keyword, jutsu with the Auditory keyword you cast this way can affect creatures regardless if they're deafened or not. When you cast a Ninjutsu with the Wind Release Keyword, or a Genjutsu with the Auditory keyword, targeting a creature suffering from either the Concussed, Dazed, Bleeding, or Deafened conditions you inflicted, that jutsu increases its critical threat range by +1.| | **Latent Sound Release III** | 3 |(You must have ***Latent Star Chakra II*** ) Beginning at 15th level, once per turn, when you would deal force damage, you inflict 1 rank of concussed. | | **Latent Echolocation I** | 3 | Beginning at 1st level, you have 30 feet of blindsight while out of combat and half of that, while in combat, while you aren't deafened. | | **Latent Echolocation II** | 3 | (You must have ***Latent Echolocation I*** ) You now have 60 feet of blindsight while out of combat and half of that, while in combat, while you aren't deafened. | | **Latent Sonic Gadgets I** | 4 | Beginning at 3rd level, you gain access to the *Sonic Gadgets* clan feature. You can craft one gadget when you complete a long rest. | | **Latent Sonic Gadgets II** | 4 | (You must have ***Latent Sonic Gadgets I*** ) Beginning at 15th level, you can craft up to two gadgets per long rest. | | **Latent Sonic Gadgets III** | 4 | (You must have ***Latent Sonic Gadgets II*** ) Beginning at 18th level, you can craft up to 3 gadgets per long rest. | |**D-Rank Hijutsu**| 2 | You gain the ability to learn D-Rank Otogi Clan Hijutsu.| |**C-Rank Hijutsu**| 2 |(You must have ***D-Rank Hijutsu***) You gain the ability to learn C-Rank Otogi Clan Hijutsu.| |**B-Rank Hijutsu**| 3 | (You must have ***C-Rank Hijutsu***) You gain the ability to learn B-Rank Otogi Clan Hijutsu.| |**A-Rank Hijutsu**| 3 | (You must have ***B-Rank Hijutsu***) You gain the ability to learn A-Rank Otogi Clan Hijutsu. |**Clan Feats**| 5 |You gain the ability to learn Clan Feats, with Otogi Clan as a Prerequisite.
``` ``` > ##### Additional Ruling > The Otogi Clan has an additional optional rule which introduces a new damage type to N5e, Thunder damage, which can be found on the standalone document [here](https://homebrewery.naturalcrit.com/share/IT6rby3TIaIg). \page ## [Ouyoku Clan](https://drive.google.com/file/d/1fIsjWqe1nS0Xqkgp4RhaL7NcTdbPmfdv/view) ***Creator:*** *galen876*
*The stone floor shook as the battle outside rocked the fortress's walls. Inside, the team of Sunagakure ninja carefully made their way through the hallways, heading straight towards the center. As they were about to round a corner, the kunoichi on point stopped them. A glowing eye the size of her fist floated past the corner, then turned and looked directly at her. She held her position, and for a tense moment, the team and the eye did nothing. Then, it flared up, and disappeared. She sighed, and the team relaxed. "Damn Ouyoku. Why are all their sensory jutsu so creepy?" She shivered as she regained her composure, then motioned for the team to continue.*
—Sen Yamanaka
The World at War, Ch. 7 excerpt
### Ultimate Eye The Ouyoku clan claims the furthest reaching Dojutsu of all known clans. While it may not be powerful like the Uchiha's Sharingan, or have the same detailed visual clarity as the Hyuga's Byakugan, it boasts extreme range instead. The visual prowess of this clan makes them excellent sensory ninja, sought after by a number of the larger nations. They rarely take sides in conflicts though, unless they see a larger threat in the conflict. #### Ouyoku Traits **Ability Score Increase:** +2 Wisdom, +1 Intelligence
**Speed:** Your base walking speed is 30 feet
**Skill Proficiencies:** Perception, Investigation
**Tool Proficiencies:** Tracking Kit
#### Ouyoku Features   **Visual Techniques:** The Ouyoku 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). **Enhanced Sight:** Starting at 1st level, your sensory abilities have granted you an enhanced form of vision. Different Ouyoku have manifested different forms of this sight at different times, so you can choose one of the following forms of enhanced sight: - ***Magnified Sight:*** You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. - ***Bright Sight:*** Dim light doesn't impose disadvantage on your Wisdom (Perception) checks, and you can make out vague shapes and dim colors even in pitch darkness. - ***Nature Sight:*** Creatures you can see give off a faint glow that tells you what nature releases they have. You can choose a second manifestation at 3rd level, and the final one at 7th level. **Junsugan:** Starting at 3rd level, you've become able to unlock the Ouyoku clan's Dojutsu, the Junsugan. As a bonus action, you can spend 5 chakra to activate this glowing blue, far-seeing eye for the next 10 minutes. While active, you gain chakra sight to a range of 30 feet, darkvision to a range of 60 feet, and one of the following features, choosing a second one at 7th level: - ***Far Sight 1:*** As a bonus action, you can choose a point you can see within 30 feet of you. That point becomes your new visual point of origin until the end of the current turn, being able to see as normal from the chosen point, but becoming blind to your own surroundings. When you would cast a jutsu without the Chakra Seals component while this feature is active, you can choose to cast it from that point. - ***Distant Vision:*** Your visual ranges are all doubled, as are the normal and long ranges of ranged weapons. Additionally, any sensory jutsu's range or effective area is doubled, and any jutsu that requires you to make a ranged attack has its range increased by 10 feet. - ***Immaterial Sight 1:*** As a bonus action, you can reduce your movement speed to 0. If done in this way, you can still cast jutsu that have the Mobility component (as long as there is no other effect preventing your movement), and you gain blindsight to a range of 10 feet. This lasts until the start of your next turn. However, you can extend this feature's duration by using it again on your next turn. - ***Speed Vision:*** You can pick up incredibly quick movements. Your passive Perception is increased by 5, and if a creature teleports out of your reach, they still provoke an opportunity attack from you. ___ Beginning at 11th level, your Junsugan develops even further. You gain two additional Junsugan features while it is active, which can be chosen from the previous list or from the following options: - ***Far Sight 2:*** To take this feature, you must have the ***Far Sight 1*** feature. When you use your Far Sight feature to change your visual point of origin, it now remains until your Junsugan ends and will maintain itself as long as you are within 90ft of it. You return to your normal visual senses (no action required), or you use Far Sight again. - ***Creature Vision:*** As an action, you can mingle your own sight with that of another creatures who you can see within 90 feet of you. If the creature is unwilling, they must succeed on a Wisdom saving throw against your ninjutsu or genjutsu save DC (your choice). Otherwise, you are able to see from the chosen creature's sight, gaining any special visual abilities they have (true sight, darkvision, chakra sight, etc.). However, you are blinded in regards to your own surroundings. This effect lasts until your Junsugan ends, you return to your normal visual senses (no action required), or you are rendered unconscious. - ***Immaterial Sight 2:*** To take this feature, you must have the ***Immaterial Sight 1*** feature. You no longer need to reduce your movement speed to 0 to gain blindsight. However, if you still do, your blindsight's range becomes 30 feet. \page Beginning at 15th level, your Junsugan has evolved into near perfection. You gain one additional Junsugan feature while it is active, which can be chosen from the previous lists or from the following options: - ***Split Vision:*** To take this feature, you must have either of the ***Far Sight*** features or the ***Creature Vision*** feature. When you would use your Far Sight or Creature Vision feature, you can choose to not be blinded to your own surroundings. Alternatively, you can choose two points to send your vision for Far Sight, or two creatures to meld your vision with for Creature Vision. - ***Numerical Sight:*** Your vision allows you to see the numerical probabilities of all things, and how to make ensure that they happen. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). You can use this feature a number of times equal to your Wisdom modifier (Max of 3), regaining any expended uses when you finish a long rest. - ***Death Vision:*** Your vision allows you to see the death of all things, and how to ensure that this comes to pass. As a bonus action, you can choose a creature you can see within 30 feet of you, making a Wisdom (Perception) or Intelligence (Investigation) check against a DC of 8 + their level. On a successful check, you learn any resistances, immunities, vulnerabilities, and damage reductions they have, and the next time that creature takes damage, you can use your reaction to make the creature take the maximum amount of damage from that effect. Once you use this feature, you cannot do so again until you finish a short or long rest. **Final Perception:** Beginning at 18th level, your sight can be shared even beyond death. When you fail your third death saving throw, or would be killed outright, you momentarily wake from the unconscious condition and can choose a creature you can see. You send that creature your memories, any piece of information you know. That creature also gains up to two Ouyoku clan Hijutsu that you know of B-Rank or lower. Once you use this feature, you cannot do so again. \page ## Ouyoku Clan Jutsu ### D-Rank #### Guiding Eye **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 minute
**Range:** 5 feet
**Duration:** Concentration, up to 8 hours
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Sensory
**Description:** You create a Tiny incorporeal eye of shimmering light in an unoccupied space you can see within range. The eye exists for the duration, but it disappears if you teleport or travel to another dimension. When the eye appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same dimension as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the jutsu fails. Otherwise, whenever you move toward the eye, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. If you don't move toward the eye, it remains in place until you do and flashes to have you follow it once every 1d4 minutes. #### Locate **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Sensory
**Description:** Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. This jutsu can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the jutsu can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This jutsu can't locate an object if any thickness of lead, even a thin sheet, blocks a direct
path between you and the object. **At Higher Ranks:** For each rank
you cast this jutsu above D-Rank,
increase the chakra cost of this jutsu
by 3 and the range the object can be
from you by 500 feet. If this jutsu is
cast at B-Rank or higher, you can
describe or name a creature instead
of an object for this jutsu to locate. ``` ``` #### Open Eyes **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (10 feet)
**Duration:** Concentration, up to 10 minutes
**Components:** HS, CM, CS
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Sensory Fuinjutsu
**Description:** You focus your chakra through your visual senses, protecting yourself and any allies within 10 feet of you from blindness and visual illusions. For the duration, affected creatures are immune to the blinded condition and have advantage on saving throws against genjutsu with the Visual keyword. You do not need to spend chakra to concentrate on this jutsu if your Junsugan is active. **At Higher Ranks:** For each rank you cast this jutsu above D- Rank, increase the cost of this jutsu by 3 and the radius by 5 feet. If you cast this jutsu at B-Rank, it instead lasts for up to 1 hour. If you cast this jutsu at S-Rank, it no longer requires concentration to maintain. #### Redirect **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 reaction, which you take when you would be targeted by an attack or be part of an area of effect
**Range:** Self
**Duration:** Instant
**Components:** CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Genjutsu, Visual, Tactile, Sensory
**Description:** You must have your **Junsugan** active in order to cast this jutsu. To avoid any pain, you attempt to change the trajectory of the triggering effect to exclude you. The triggering creature must succeed on a Wisdom saving throw. On a failed save, the creature must change the target of all their attacks to another creature, or move their area of effect so that you are no longer in it. If they cannot target another creature, their attacks fail. ### C-Rank #### Clairvoyance **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 10 minutes
**Range:** 1 mile
**Duration:** Concentration, up to 10 minutes.
      **Components:** HS, CM, CS
      **Cost:** 8 Chakra
       **Keywords:** Hijutsu, Ninjutsu, Sensory, Fuinjutsu
        **Description:** You create an invisible sensor within range
                                in a location familiar to you (a place you
                          have visited or seen before) or in an obvious
                  location that is unfamiliar to you (such as behind a
          door, around a corner, or in a grove of trees). The sensor
    remains in place for the duration, and it can't be attacked
    or otherwise interacted with. You can see through the
  sensor as if you were in its space. If a creature's mouth is
  visible, anything they say is displayed to you as floating
    words above their head. \page A creature that can see the sensor (such as a creature with true sight or chakra sight) sees a luminous, intangible orb about the size of your fist. #### Mystic Eye **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Concentration, up to 1 hour
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Sensory
**Description:** You create an eye within range that hovers in the air for the duration. The eye can be invisible if you choose. You mentally receive visual information from the eye, which has your visual senses. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another dimension. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter. While your Junsugan is active, you do not need to spend chakra to maintain concentration on this jutsu, and you can move the eye as a bonus action instead of an action. #### Overload **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Genjutsu, Visual, Tactile, Sensory
**Description:** You must have your **Junsugan** active in order to cast this jutsu. Locking eyes with a creature you can see within range, you send all of the visual information you have towards them, attempting to overwhelm their senses. The target must make an Intelligence saving throw, taking 6d6 psychic damage on a failed save and half as much damage on a successful save. On a failed save, a creature must also make a Wisdom saving throw. On a failed save, they are stunned until the end 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, the damage by 2d6. If this jutsu is cast at A-Rank or higher, you can target an additional creature. ``` ``` ### B-Rank #### Scrying **Classification**: Hijutsu
**Rank**: B-Rank
**Casting Time**: 10 minutes
**Range**: Self
**Duration**: Concentration, up to 10 minutes
**Components**: HS, CM, CS
**Cost**: 13 Chakra
**Keywords**: Hijutsu, Ninjutsu, Sensory, Fuinjutsu
**Description**: You can see and hear a particular creature you choose that is in the same dimension as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this jutsu, it can fail the saving throw voluntarily if it wants to be observed. On a successful save, the target isn't affected, and you can't use this jutsu against them again for 24 hours. On a failed save, the jutsu creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of them for the Duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this jutsu. When you do, the sensor appears at that location and doesn't move.
| Knowledge | Save Modifier | |:---|:------------| | Secondhand (you have heard of the target) | +5 | | Firsthand (you have met the target) | +0| | Familiar (you know the target well) | -5| | Connection | Save Modifier | |:---|:------------| | Likeness of picture | -2 | | Possession or garment | -4 | | Body part, lock of hair, bit of nail, or the like | -10 |
#### True Seeing **Classification**: Hijutsu
**Rank**: B-Rank
**Casting Time**: 1 Action
**Range**: Self
**Duration**: 1 hour
**Components**: HS, CM
**Cost**: 14 Chakra
**Keywords**: Hijutsu, Ninjutsu, Sensory
**Description**: You must have your **Junsugan** active in order to cast this jutsu. For the Duration of the jutsu, you imbue yourself with true sight. You can also notice secret doors hidden by chakra, and can see ethereal beings, all out to a Range of 120 feet. Additionally, you ignore any effects that might make a creature immune to being found by jutsu with the Sensory keyword. Finally, your Junsugan's passive bonuses persist while this jutsu is active, and any visual ranges are extended to 120 feet. However, you cannot use any features that require you to take any actions of any kind without first activating your Junsugan again. \page #### Teleport **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 10 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 20 Chakra
**Keywords:** Hijutsu, Ninjutsu, Sensory
**Description:** You must have your **Junsugan** active to cast this jutsu. This jutsu instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must have been seen by you, and it must be in the same dimension as you. Your familiarity with the destination determines whether you arrive there successfully. The DM roll 1d100 and consults the table. ***Familiarity.*** "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a village's library, bed linen from a royal suite, or a branch from a tree in a sage's grove. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can clearly visualize when you cast this jutsu. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using a jutsu.

***On Target.*** You and your group (or the target object) appear where you want to. ***Off Target.*** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. ***Similar Area.*** You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading to your home laboratory, for example, you might wind up in another scientist's laboratory or in an alchemical supply shop that has many of the same tool and implements as your laboratory. Generally, you appear in the closest similar place, but since the jutsu has no range limit, you could conceivably wind up anywhere in the same dimension. ***Mishap.*** The jutsu's unpredictable chakra results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
##### Teleport Roll Table | Familiarity | Mishap | Similar Area | Off Target | On Target | |:----:|:----:|:-----:|:---:|:---:| | Associated Object | — | — | — | 01 - 100 | Very Familiar | 01 - 05 | 06 - 13 | 14 - 24 | 25 - 100 | | Seen Casually | 01 - 33 | 34 - 43 | 44 - 53 | 54 - 100 | | Viewed Once | 01 - 43 | 44 - 53 | 54 - 73 | 74 - 100
\page ## Ouyoku Clan Feats ### Junsugan Advancement **Category:** Clan
**Prerequisite:** Ouyoku Clan, Level 4+
Your Junsugan has advanced further than most. You gain the following benefits: - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - Choose one Junsugan option you qualify for. - You can take this feat multiple times. ### Advanced Tracking **Category:** Clan
**Prerequisite:** Ouyoku Clan, Level 8+
Your visual prowess allows you to keep track of creatures even if they flee from your sight. You gain the following benefits: - Increase your Wisdom score by 1, to a maximum of 20. - When you deal damage to a creature, you mark them with your chakra for 1 day, which can only be seen by your Junsugan. From then on, while your Junsugan is active, you know how far away a marked creature is and their direction from you. You can only have one creature marked in this way at a time. ### Perfected Far Sight **Category:** Clan
**Prerequisite:** Ouyoku Clan, Level 12+, Far Sight 1 and Far Sight 2 Junsugan features
Your ability to use periscopic vision exceeds most of your clan members' abilities. You gain the following benefits: - Increase your Intelligence Score by 1. - When you would move while Far Sight is active, you can move your visual point of origin instead. In exchange for halving your movement speed you can move your visual point of origin up to 30ft. If you move your visual point of origin further than 120 feet from you, Far Sight automatically ends. - You can cast jutsu with the Chakra Seals component from your visual point of origin. ### Perfected Immaterial Sight **Category:** Clan
**Prerequisite:** Ouyoku Clan, Level 12+, Immaterial Sight 1 and Immaterial Sight 2 Junsugan features
Your ability to see the unseen is beyond even your other clan members' abilities. You gain the following benefits: - Increase your Wisdom Score by 1. - When you use your Immaterial Sight, your blindsight range is increased to 30 feet without reducing your movement speed to 0. If you do still reduce your movement speed to 0, your blindsight range is increased to 90 feet. - Your passive Perception while using Immaterial Sight is increased by 10. \page
##### Latent Ouyoku | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Enhanced Sight I** | 1 | Beginning at 3rd level, select one of the manifestations of the ***Enhanced Sight*** Clan feature. You gain this manifestation. | **Latent Enhanced Sight II** | 2 | *(You must have **Latent Enhanced Sight I**)* Beginning at 7th level, select another one of the manifestations of the ***Enhanced Sight*** Clan feature. You gain this manifestation. | **Latent Enhanced Sight III** | 3 | *(You must have **Latent Enhanced Sight II**)* Beginning at 11th level, select the final manifestation of the ***Enhanced Sight*** Clan feature you did not take. You gain this manifestation. | **Latent Junsugan I** | 2 | Beginning at 3rd level, you can spend 5 chakra to activate your latent **Junsugan** for the next 10 minutes. When you do, you gain 30 feet of Chakra Sight and Darkvision. Additionally, you gain one of the following 3rd level features (*Far Sight 1*,*Distant Vision*, *Immaterial Sight*, *Speed Vision*). Your selection cannot be changed later. | **Latent Junsugan II** | 3 | *(You must have **Latent Junsugan II**)* Beginning at 7th level, you gain a second feature for your Junsugan that you did not pick at 3rd level that you do not have already. This cannot be changed later. | **Latent Junsugan III** | 3 | *(You must have **Latent Junsugan II**)* Beginning at 11th level, you gain a one feature for your Junsugan from either the 3rd or 7th level feature lists that you do not have already. This cannot be changed later. | **Latent Junsugan IV** | 3 | *(You must have **Latent Junsugan III**)* Beginning at 11th level, you gain another feature for your Junsugan from either the 3rd or 7th level feature lists. This cannot be changed later. | **Latent Junsugan V** | 3 | *(You must have **Latent Junsugan III**)* Beginning at 15th level, you gain one feature from your Junsugan from either the 3rd, 7th, or 15th level lists that you do not already have. This cannot be changed later. | **Latent Final Perception** | 5 | *(You must have **Latent Junsugan III**)* Beginning at 18th level, you gain the ***Final Perception*** clan feature. | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Ouyoku Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Ouyoku Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Ouyoku Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Ouyoku Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Ouyoku Clan as a prerequisite.
\page ## [Polendina Clan](https://drive.google.com/file/d/1jMaBVMhFl8Aln6HvMUjXW5hzEI_qQOpv/view) ***Creator:*** *Kaioshin_* // **Tag:** *Monstrous*
"You don't have to do this. You're just as real as any of us, we can make it out of this together." There was a long pause as the two shinobi looked to one another, a thin light emerging from behind one's eyes. "I know. It's because I'm as real as you that I want to do this. Not all of us can escape, and I'm willing to make that sacrifice. Besides... I might surprise you. I'm combat ready." As he turned away to protect his friends, chakra strings emerged from his back, and his weapons began to whirl in the air in front of him... a smile on his face. ### No Strings on Me The Polendina are not a "clan" in the traditional sense-- they serve as an example of synthetic Shinobi, crafted by Schnee clan enterprises in the Land of Snow, based in part off the Hidden Sand's puppet designs. The Polendina have begun to step outside the command of their creators though, asserting their existence as true ninja, not simply another tool. #### Polendina Traits **Ability Score Increase:** +2 Int, +1 Con
**Speed:** Your base walking speed is 30 feet.
**Skill Proficiencies:** Crafting, Ninshou
**Polendina Hijutsu:** You know 1 additional Polendina Clan D-Rank Jutsu, this does not count against your jutsu known. #### Polendina Features  **Combat Ready!:** The Polendina Clan was designed as a sect of combat robots, and have unique techniques befitting their physiology. The Polendina 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. Polendina Clan Hijutsu can be cast using Intelligence. **Synthetic Aura:** You gain access to a special manifestation of Chakra known to only a few select clans across the continent, the ability to wrap your body in Yang Chakra for defensive purposes. As a construct being, you were built with this defense integrated into your body. At the end of each long rest, you gain temp hit points 5 + your Level + your Constitution or Intelligence modifier (pick one). At 3rd level, you gain the temp hp on a short rest as well. At 11th level, you can use an action or bonus action to refresh your Aura temp hp once per short rest. **Constructed Form:** You are a synthetic shinobi,
modeled after human beings, but not quite the
same. You gain the following traits at
1st level; - You have advantage on saving throws
against being poisoned, and you have
resistance to poison damage. - You don't need to eat, drink, or
breathe. - You are immune to
disease. - You don't need to
sleep, and jutsu can't put you to sleep. - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but you aren't unconscious, and you can see and hear as normal. **Floating Array:** Starting at 3rd level, you gain access to special Chakra strings, letting you lash out weapons like a whirling array of whips. You can simultaneously wield a number of light weapons in your Floating Array equal to your proficiency bonus. You may use Intelligence instead of Strength for attack and damage rolls made with these weapons. Starting at 7th level, Weapons in your Floating Array are treated as if they had the Reach property as well, or if they already do, the Reach increases by 1. At 15th level, the Reach increases by 1 again. Starting at 11th level, once per long rest you can take a special attack action, where you attack once with each weapon in your floating array. At 15th level, you can make this special attack action once per short rest. At 18th level, your Aura allows you to supercharge your Floating Array. Once per turn when you make an attack with a weapon in your Floating Array, you can deal an additional amount of damage equal to your int mod. **Boosters:** Also starting at 3rd level, you become capable of utilizing the booster jets on your feet and back, increasing your mobility. You gain a flight speed equal to 30ft, though you fall if you end your turn in the air and nothing else is holding you aloft. At 11th level, you no longer fall if you end your turn in the air. \page ## Polendina Clan Jutsu ### D-Rank #### Atlesian Blade Rush **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 bonus action
**Range:** Weapon Range
**Duration:** Instantaneous
**Components:** CM, M, W (Two or more Light weapons)
**Cost:** 6 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** **(This Jutsu Cannot Score a Critical Hit)** You make a flurry of attacks with your blades, using nigh- invisible Chakra Strings to speed your movements along. Make two melee taijutsu attack against one creature you can see within range with different weapons. On a hit, you deal your weapons damage + 1d6, but you do not add your ability modifier to your weapons damage. If at least two hit, make one more attack with any weapon used, that deals your weapon damage but does not add your ability modifier. **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 one more attack on both the primary and secondary attacks. At S-Rank you make an additional attack on both the primary and secondary attacks. #### Atlesian Defense Matrix **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 reaction, in response to being hit with an attack roll
**Range:** Self
**Duration:** Instantaneous
**Components:** CM, M, W (Two or more Light weapons)
**Cost:** 3 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** You analyze your enemies' strikes as they come, pinpointing the exact way to counter everyone. When you would be hit by an attack roll, you can roll the damage die for one of your weapons and subtract that from the attack roll, potentially causing it to miss. You gain an additional reaction which you can only use to cast this jutsu. #### Atlesian Evasion **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 bonus action
**Range:** 30 feet
**Duration:** Instantaneous
**Components:** CM, M
**Cost:** 4 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** You utilize your physiology to its fullest, ejecting Chakra strings from your back unit to pull yourself away from oncoming danger. Target a surface within range. You extend Chakra strings toward it, embedding them inside, and retract, pulling yourself towards it at high speeds. Attacks of opportunity made during this movement are made at disadvantage. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and its range by 10 feet. When casting this jutsu at B-Rank or higher, it can be cast as a reaction. #### Atlesian Laser Targeting **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 action
**Range:** 60 feet
**Duration:** Instantaneous
**Components:** CM, M, W (Floating Array)
**Cost:** Special ( 1 Chakra per beam)
**Keywords:** Bukijutsu, Hijutsu
**Description:** You learn to focus your chakra through your weaponry, and into unerring beams of raw force. You create a beam of force for each weapon you are wielding in your Floating Array, which hit a target within range. A beam deals 1d4+1 force damage to its target. The beams all strike simultaneously, and you can direct them to hit one creature or several. ### C-Rank #### Atlesian Blade Dance **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 action
**Range:** Weapon range
**Duration:** Instantaneous
**Components:** CM, M, W (Floating Array)
**Cost:** 8 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** You twirl blades around your body at high speed, hitting all enemies around you. Target all enemies in the radius of your lowest range weapon. They must make a Dexterity saving throw or take 6d6 damage of one of your Floating Array's damage types, or half as much on a success. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and increase the damage by 2d6. #### Atlesian Cable Binding **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 action
**Range:** 30 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM, M
**Cost:** 9 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** You extend your Chakra Strings toward up to two targets in range, and force them to make a dexterity saving throw. On a failure, they are grappled in place, and restrained while grappled in this way. At the end of each of the grappled creatures' turns, they can make a strength saving throw, breaking free on a success. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and target 1 additional creature. \page #### Atlesian Sensory Matrix **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 action
**Range:** Self
**Duration:** Concentration, up to 1 hour
**Components:** CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Hijutsu, Sensory
**Description:** You activate your chakra-enhanced eyes, simulating the effects of a Dojutsu. You do not spend chakra to maintain concentration of this jutsu. For the duration, you have 300 feet of darkvision, 120 feet of chakra sight, and advantage on Perception and Investigation checks. ### B-Rank #### Atlesian Blade Binding **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 action
**Range:** 60 feet
**Duration:** Concentration, up to 10 minutes
**Components:** CM, M, W (Floating Array)
**Cost:** 13 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** You gain the ability to move or manipulate creatures or objects stabbing into them and gripping them with your blades. When you cast the jutsu, and as your action each round for the duration, you can exert your blades on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the jutsu. **Creature.** You can try to move a Huge or smaller creature. Make an ability check with your Taijutsu ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this jutsu. Until the end of your next turn, the creature is restrained by your blades. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. **Object.** You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this jutsu. If the object is worn or carried by a creature, you must make an ability check with your Taijutsu ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this jutsu. ``` ``` #### Atlesian Laser Volley **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** CM, M, W (Floating Array)
**Cost:** 13 Chakra
**Keywords:** Bukijutsu, Hijutsu
**Description:** You generate a charge of energy in each one of your Floating Array weapons, which you can use to fire off a shot of pure chakra. You do not spend chakra to maintain concentration of this jutsu. As a bonus action, you can expend up to two charges, making a ranged Taijutsu attack for each, which have a range of 60 feet. These attacks deal 2d6+Taijutsu ability modifier each. You have a total number of charges per cast equal to the weapons in your Floating Array. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and increase the damage die by 1d6. ### A-Rank #### Atlesian Artillery Cannon Mk. 5 **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 full turn action
**Range:** 100 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM, W (Floating Array)
**Cost:** 20 Chakra
**Keywords:** Hijutsu, Ninjutsu, Clash
**Description:** You compose your Floating Array into a circle formation in front of you, spinning it into a You unleash a beam of pure chakra when you cast this jutsu and blast it outward in a line that is 100 feet long and 15 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 10d12 force damage, or taking half as much on a successful save. This jutsu deals double damage to structures and constructs. While you are concentrating on this jutsu, your movement speed is 5 ft. At the start of each of your turns, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees in any direction. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw or, take 5d12 force damage on a failed save, and taking no damage on a successful save. Each turn you use your action to maintain the jutsu, the damage die decreases by 1 step (min d4). If you do not use your action to maintain or redirect it, the jutsu ends early. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank increase the cost of this jutsu by 3, and increase the damage by 2d12. \page ## Polendina Clan Feats ### Aura Training **Category:** Clan
**Prerequisites:** Polendina Clan
You've learned to focus your Aura, wrapping it into a thicker shell around yourself for more potent protection. You gain the following benefits: - Increase your Intelligence or Constitution score by 1, to a maximum of 20. - You add your proficiency bonus to the amount of temporary hit points granted by your **Synthetic Aura**. - While you have temporary hit points granted by this feature, you reduce all non-psychic damage by your Constitution or Intelligence modifier (pick one). ### For Every Life **Category:** Clan
**Prerequisites:** Polendina Clan, Level 4+
You've made too many new friends to let anyone take them away, gaining new strength to defend them. You gain the following benefits; - Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20. - You treat weapons that do not have the Heavy or Two-Handed property as if they had the Light property for the purpose of your **Floating Array** and Polendina Hijutsu. - You can learn and create Polendina clan Hijutsu in half the time. ### Synthetic Skill [New!] **Category:** Clan
**Prerequisites:** Polendina Clan, Level 8+
Your construct nature has forced you to develop many
kinds of skills on your own, as you were not blessed with
the innate adaptability of normal human shinobi. This
feat demonstrates your tenacity and mastery of your
synthetic prowess. You gain the following benefits; - Increase your Strength, Dexterity, or Constitution
score by 1, to a maximum of 20. - Twice per long rest, when you would roll for
initative, you may immediately replenish your
**Synthetic Aura**. - When you use your Action or Bonus Action to replenish your **Synthetic Aura**, you gain twice as many temporary hit points, and half as many temporary chakra points. - When a weapon is in your **Floating Array**, its weapon's damage die is increased by 1 step, up to a d10. - Increase your flight speed by +15ft, and once per short rest when you would begin using your flight speed in your turn, you may gain the benefits of the Disengage action. \page
##### Latent Polendina | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Synthetic Origins** | 0 | Beginning at 1st level, you are partially synthetic shinobi, both human and machine. How your character winded up this way is up to you. As a synthetic shinobi, you only need to eat and drink half as much as you normally would, and you can hold your breath for a number of rounds equal to twice your Constitution modifier. Additionally, if you can use your Intelligence modifier as your casting modifier for Polendina Hijutsu. | **Latent Synthetic Aura I** | 1 | *(You must have **Latent Synthetic Origins**)* Beginning at 1st level, at the end of each long rest you gain a number of temporary hit points equal to half your proficiency bonus, rounded up, plus your Constitution or Intelligence modifier. | **Latent Synthetic Aura II** | 2 | *(You must have **Latent Synthetic Aura I**)* Beginning at 3rd level, you gain these temporary hit points on a short rest as well. | **Latent Synthetic Aura III** | 3 | *(You must have **Latent Synthetic Aura II**)* Beginning at 11th level, you can use your action or bonus action to regain the temporary hit points of your ***Synthetic Aura*** feature once per short rest. | **Latent Constructed Form I** | 2 | *(You must have **Latent Synthetic Origins**)* Beginning at 3rd level, you are immune to disease and when you would take a long rest, you must spend 6 hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but can hear and see as normal as you aren't unconscious. | **Latent Constructed Form II** | 3 | *(You must have **Latent Constructed Form I**)* Beginning at 7th level, you gain resistance to poison damage and advantage on saving throws to avoid being poisoned. You no longer need to sleep (jutsu also cannot put you to sleep). | **Latent Floating Array I** | 1 | *(You must have **Latent Synthetic Origins**)* Beginning at 3rd level, you gain access to special chakra strings, letting you lash out weapons like a whirling array of whips. You can wield a number of light weapons in your *Floating Array* equal to half your proficiency bonus, rounded up. You can use Intelligence to calculate the attack and damage rolls for weapon attacks with these weapons. | **Latent Floating Array II** | 2 | *(You must have **Latent Floating Array I**)* Beginning at 7th level, weapons in your *Floating Array* gain 1 rank of Reach (this stacks if the weapon already has the reach property). | **Latent Floating Array III** | 2 | *(You must have **Latent Floating Array II**)* Beginning at 15th level, you can take a special attack action where you can make an attack with weapon within your floating point array, once per short rest. | **Latent Floating Array IV** | 3 | *(You must have **Latent Floating Array III**)* Beginning at 18th level, once per turn when you attack with a weapon in your *Floating Array*, you deal an additional amount of damage equal to your Intelligence modifier. | **Latent Boosters I** | 2 | *(You must have **Latent Synthetic Origins**)* Beginning at 7th level, you gain a flight speed of 30 feet, though you fall as normal if you end your turn with no solid ground below you. | **Latent Boosters II** | 4 | *(You must have **Latent Boosters I**)* Beginning at 11th level, you no longer fall if you end your turn not on solid ground. | **D-Rank Hijutsu** | 2 | *(You must have **Latent Synthetic Origins**)* You gain the ability to learn D-Rank Polendina Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Polendina Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Polendina Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Polendina Hijutsu. | **Clan Feats** | 5 | *(You must have **Latent Synthetic Origins**)* You gain the ability to learn Clan Feats, with Polendina Clan as a prerequisite.
\page ## [Ryougi Clan](https://homebrewery.naturalcrit.com/share/7nUw2zANmpUh) ***Creator:*** *Drachengeist*
*"The man with the Yukata stood firm, sword in hand. "We have you surrounded" said the leader of the bandits "Drop that junk or die, up to you". He took a deep breath and with a voice devoid of emotion, answered "The only thing I am surrounded by is fear, and dead men". looking at his sword, he sees the reflection of his assailants on the blade. With a single swift motion, he cut the head of the would-be ambushers, with only the backline standing, and took the fight to the now panicking bandit captain."*
*—The All-Bijuu Slayer party*
*Unknown Storybook, episode 46*
### The Duality of Man The Ryougi clan is a family of espers that specialize in the use of self-suggestion and a secret ability passed down their bloodline. When a Ryougi is born, their body is not inhabited by one, but two minds that live as one. #### Ryougi Traits **Ability Score Increase**: +2 Str or Dex, +1 Int. **Speed**: Your base walking speed is 30 feet. **Skill Proficiencies**: Martial Arts, Investigation. **Weapon Proficiencies**: Katana, Tachi #### Ryougi Features   **Battle Instinct:** Starting at 1st level, you are always waiting for battle, you gain a +1d4 bonus to initiative checks. **Dual Mind:** Members of the Ryougi Clan are born with a mind split in 2 personalities, their abilities may change depending on which one is in charge. Different personalities may be identified by the way they talk and act. Starting at 1st level, You become able to alternate between each personality. Choose one saving throw you are not proficient in. When you take a long rest, you can choose to forgo proficiency in one saving throw granted by your class and gain proficiency in this saving throw instead. You can change between these two proficiencies the next time you would take a long rest. If you later gain proficiency in your alternative saving throw, you can choose another one to use this feature with. In addition, choose 2 skill or toolkit you are not proficient in. When you change your saving throw, you also forgo proficiency in 2 skills or toolkits of your choice, and gain proficiency in the chosen ones. Starting at 7th level, you add the **Mental Schism** B-rank Genjutsu to your jutsu known list, ignoring its ability score requirements for learning/casting. At 11th level, as a reaction you can increase a saving throw you are not proficient in by 1d8. You can do this a number of times equal to your Intelligence modifier per rest. At 15th level, once per rest, when you would gain a *Mental* condition or take psychic damage, you may spend a reaction to transfer it all to your second mind, and you take no damage or effect. **Ryougi Fencing Style:** Beginning at 3rd Level, You learn the basics of the family hidden technique to fight with anything from knifes to swords. Weapon you wield that deal slashing damage gain the blocking property. If the weapon already has this property you instead gain 2 DR against non-psychic damage. **Sword Trance:** Starting at 3rd level, you learn the self-suggestion technique that Ryougi clan members use to keep their discipline and enhance their battle prowess. As an action while wielding a Katana or Tachi, you can activate this **Sword Trance**, which last for the next minute, until you are disarmed, or until your weapon is broken, whichever happens first. After activating Sword Trance, you cannot activate it again until 10 minutes have passed. While **Sword Trance** is active, you gain the following: + You gain a number of temporary hit points equal to your intelligence ability score. Genjutsu cannot ignore these temporary hit points. + Bukijutsu you cast add your proficiency bonus to damage rolls, up to twice per casting. Starting at 7th level, you can activate **Sword Trance** as a bonus action, and it also gives the following: + You gain a 1d6 bonus to dexterity and wisdom saving throws. + You become immune to the berserk condition, and genjutsu cannot decide your course of action. Starting at 11th level, you gain temporary hit points equal to your proficiency bonus at the start of each of your turns. Genjutsu cannot ignore these temporary hit points. Starting at 15th level, while your trance is active, you can take the following actions: + As a reaction to taking damage, you reduce all non-psychic damage you take by your weapon's damage until the start of your next turn. + As a bonus action, choose one creature you can see within 30ft of you, and choose between DR and AC. You ignore bonuses to the chosen statistic the target gains as a result of Jutsu for the duration of your trance. + As an action, choose two bukijutsu you know, with a casting time of an action. You cast both bukijutsu as part of the same action. You can use each of these actions once per long rest at no cost, each additional use cost 1 chakra die. **All as One:** Finally at 18th level, both of you have mastered hundrends of sword techniques, creating a unique style with little to no gaps in the offense. Weapon and taijutsu attacks you make using a weapon that deals slashing damage, cannot suffer penalties nor gain disadvantage. \page ## Ryougi Clan Feats ### Dual Logic **Category**: Clan **Prerequisite**: Ryougi Clan, Dual Mind or Dual Mind I **Description**: Each part of you prepares for different scenarios, to make the whole is ready for anything. you gain the following: + Increase your intelligence score by 1, to a maximum of 20. + Each of your personalities gain Mastery on a skill the other is not proficient in. + Twice per rest, you may choose to add your full proficiency bonus to a saving throw your other personality is proficient in. You can choose to do this after rolling the result, but before knowing if it succeeed or fails. ### Straight Blade Trance **Category**: Clan **Prerequisite**: Ryougi Clan, level 4+ **Description**: While others where out partying, you studied the blade. You gain the following benefits: + Increase your strength or dexterity score by 1, to a maximum of 20. + You gain proficiency in Chokutos. + Chokutos you wield count as Katana for Clan and Class features. + When you make a taijutsu attack as part of a bukijutsu while on **Battle Trance**, you can forgo adding your proficiency to damage rolls, and instead gain a bonus to attack rolls equal to 1/3 your proficiency bonus, twice per casting. ### Fake Mind Eye **Category**: Clan **Prerequisite**: Ryougi Clan, level 8+ **Description**: Your experience in battle has granted you a kind of sixth sense to detect danger, some might even compare it to a form of future prediction. You gain the following benefits: + When rolling initiative, you can spend a reaction to draw
a weapon you are carrying. If the weapon fulfill the requirements, you may activate **Sword Trance** as part
of the same reaction. + While benefiting from your **Sword Trance**, on
successful dexterity saving throws you take no damage or effect. + While on **Battle Trance**, When a creature would cast a reaction against a bukijutsu you cast, you can forgo adding your proficiency to damage rolls, and instead increase the cost of reactions against your bukijutsu by your proficiency bonus. ``` ``` ### Dual Soul **Category**: Clan **Prerequisite**: Ryougi Clan, level 12+, Dual Logic **Description**: Having a split mind has reinforced your mental defences, making it harder to fall against illusions and other tricks. You gain the following benefits: + You gain resistance to psychic damage. + You gain advantage on **read the enemy** checks. + When you succeed a **read the enemy** check made as a reaction, you recover the spent reaction. ### Dual Life **Category**: Clan **Prerequisite**: Ryougi Clan, level 16+, Dual Soul **Description**: Your personalities have grown together, sharing success and failures together, but the time to part ways comes near. You gain the following benefits: + The first time you would be killed, you do not die, instead one of your personalities die. You are resurrected with half of your hit points, end all conditions currently affecting you, and lose access to the **Dual Mind** Feature. + After being resurrected by this feat, you gain proficiency in the skills and saving throw your other personality had. You also gain any expertice your other personality had. + After being resurrected by this feat, you forget the **Mental Schism** genjutsu, and become unable to learn or benefit from it by any means, and learn an special variant of **Bless**, you ignore the ability score requirements for learning and casting Bless this way. + When you cast **Bless** this way, it does not requires concentration, but cannot affect creatures other than you. + While on **Battle Trance**, you add a 1d6 bonus to charisma saving throws. \page
##### Latent Ryougi | Bloodline Ability Name | Bloodline Point Cost | Ability description | |:----------------------:|:--------------------:|:--------------------| | **Latent Dual Mind I** | 2 | Beginning at 3rd level, choose one savig throw you are not proficient in, when you take a long rest, you can forgo profiency in one saving throw of your choice for this one and vice-versa. Both saving throws are chosen when you gain this feat, and they cannot be changed. | | **Latent Dual Mind II** | 3 | Beginning at 7th level, you ignore the ability score requirements for learning and casting **Mental Schism**. You also gain the jutsu for free, not counting against your jutsu known. | | **Latent Dual Mind III** | 4 | Beginning at 11th level, You may spend a reaction to gain a 1d6 bonus to a saving throw you are not proficient in. | | **Latent Ryougi Fencing** | 2 | Katana and Tachi you wield gaining the blocking I property, if they dont have it. | | **Latent Sword Trance I** | 2 | Starting at 7th level, you gain the 3rd level version of **Sword Trance**. Which can only be used once per long rest. | | **Latent Sword Trance II** | 3 | Starting at 11th level, you gain the 7th level version of **Sword Trance** | | **Latent Sword Trance III** | 4 | Starting at 15th level, You gain one additional use of your **Sword Trance**. | | **Latent Sword Trance IV** | 5 | Starting at 18th level, You gain the 15th level version of **Sword Trance**. You must always spend chakra die to use these actions. | | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Ryougi Clan as a Prerequisite. |
\page ## [Sankaku Clan](https://drive.google.com/file/d/1dnmRsfvpMYMLoDN2a0SBPFc6HFrrjUDc/view) ***Creator:*** *Blasteroid*
*Knee deep in a great Shinobi tournament, three brothers of the Sankaku clan find themselves facing a lone shinobi of the hidden mist, readying a massive chakra blade of water. "Mace! Clove! Quickly circle around him! We have to use the Penta formation!" The elder brother exclaims as he enters a stance. "Yes sir!" The younger brothers exclaim. In a flash, Mace and Clove quickly circle aroudn their opponent and dash forward, kicking both the shinobi's arms causing his weapon to fall. The brothers then flip backwards in unison, kicking the shinobi high into the air, before the elder brother punches the sky, sending a massive wave of red chakra. The mist shinobi is flung out of the arena, and in a bold display, the brothers reign victorious. The crowd roars with excitement. "Yeah! We did it! Awesome work older bro!" The elder brother chuckles and boasts "Of course we won! We brothers are the strongest there is!"*
-- *Gingara Wukong*
* Journey to the West, Ch. 9 excerpt.*
### Beat-Em Up The Sankaku clan proudly hails proudly from the Getsugakure (Literally meaning: Land of the Moon). Members of this clan share a close tight-knit community, never straying far from home unless in a group. On the battlefield, the Sankaku possesses a commanding presence, and a masterful skill of Taijutsu and Combination Hijutsu. #### Sankaku Traits **Ability Score Increase:** +2 Str, +1 Int or Wis
**Speed:** Your base walking speed is 35 feet.
**Skill Proficiencies:** Athletics, Chakra Control
**Combination Literacy:** All ability scores are counted as being +2 higher, for the purpose of casting Higher Ranked Combination jutsu through any Ability Score Restrictions. #### Sankaku Features  **Sankaku Hijutsu:** The Sankaku Clan has access to a
seperate 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).
       Allied creatures can ignore the Hijutsu
        keyword to assist you in casting
         Sankaku Combination jutsu. ``` ```   **Undetectable Chakra:** Starting at 1st level, you gain 30 feet of Blindsight. You also cannot be sensed with special sights/senses such as a blindsight or Chakra Sensing. This does not stop True Sight, however, until you are 18th level. You are also hidden from Sensory jutsu of D-Rank or lower. This increases to C-Rank at 3rd level and B-Rank at 7th level. **Bold Presence:** Also at 1st level, you can use Strength for Sankaku Ninjutsu. When you participate in a Combination jutsu that would gain benefits depending on the highest Charisma modifier among the casters, you can instead use your Strength in place of your Charisma. At 3rd level, when you cast a Sankaku Hijutsu, with the Combination keyword, you gain all Charisma based benefits that you qualify for, instead of only the highest. At 7th level, once per round, when you or a creature would assist in casting a Sankaku Combination jutsu, you or the creature can opt to spend their action or bonus action for the round, instead of using their reaction. **Danger Points:** For the Sankaku Clan, danger is the best source of inspiration. Starting at 3rd level, you gain a number of ***Danger Points*** equal to your level (max), per short rest. When you cast a Sankaku Hijutsu, Taijutsu, or jutsu with the Combination keyword, and hit at least twice with a single casting or at least 2 or more creatures fail their saving throw against your jutsu, you recover one Danger Point per additional successful attack or failed save after the first. You can recover up to 3 Danger Points this way per turn. You can spend **Danger Points** in the following ways; - When a creature fails their skill check to assist in casting a Combination jutsu you cast or are assisting in, you can spend **Danger Points** to increase their result by +1 per point spent, potentially turning their failure into a success. - Spend up to 3 **Danger Points** to increase an attack roll with a Taijutsu attack, Sankaku Hijutsu, Combination jutsu, or unarmed/weapon attack by +1, per point spent. - Spend any number of **Danger Points** to increase your speed by 5ft. per point until the end of your next turn. **First Impressions:** Starting at 7th level, you do your best
  to act fast within the battle to set the precedent for
   victory. You have advantage on Initiative checks, and can
    use **Danger Points** to increase your initiative result
     by +1 per point spent. You also gain a 2d6 bonus to
      damage rolls against creatures who have yet to
       act in combat. At 11th level, long per short rest,
        you can gain an extra bonus action and
        reaction during the first round of combat.         At 15th level, you carry strong alertness.
       While you are above half of your max hit points,
       you cannot be Surprised.
     **Ravaging Combos:** Starting at 11th level, you gain
   a +1 to critical threat range with Sankuku Hijutsu,
   Taijutsu, and attack rolls made with Combination jutsu.
          Once per round, when you score a
            critical hit with these listed jutsu
             types, you regain 2 **Danger
             Points**.
     At 15th       level, allies that assist you in
      casting       Combination jutsu also gain
     this bonus      to critical threat range.
               At 18th level, this bonus
              becomes a +2. \page ## Sankaku Clan Jutsu ### D-Rank #### Power Sledgehammer **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Taijutsu
**Description:** You perform a potential three piece combo to lock an opponent down. Make two melee taijutsu attacks, dealing your unarmed damage + 1d4. On each hit, the creature must succeed a Constitution saving throw or become Dazed. If both attacks were successful, you can follow up with a 3rd melee taijutsu attack, dealing your unarmed damage and knocking the creature prone on a hit. This third attack scores a critical hit on a 19-20. These attacks do not add your ability modifier. **Danger Amplification:** By using **Danger Points**, you can improve this jutsu's effect. When you impose a Constitution saving throw with this jutsu, you can spend 2 Danger Points to cause the creature to become Weakened until the end of your next turn on a failure. You must declare you are spending Danger Points for this purpose before you attack. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and both instances of damage by 1d4. If cast to B-Rank or higher, increase the damage die by 1 step, and you can now add half your ability modifier to each attack. If cast to S-Rank or higher, increase the damage die by 1 step, and you now add your full ability modifier to each attack. ``` ``` #### Crimson Blaster **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM, M
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Clash
**Description:** You rapidly form a hand sign and then jump high into the air and channel chakra into your legs, forming it into a sphere in front of you which you then kick towards a creature within range. Make a ranged ninjutsu attack, dealing 2d8 + your Ninjutsu ability modifier in force damage. **Danger Amplification:** By using **Danger Points**, you can improve this jutsu's effect. You can spend 3 Danger Points. When you do, until the end of your turn, you can target one affected creature with a Jutsu with the ***Finisher*** keyword 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. If cast to B-Rank, increase the number of attacks made by +1. If cast to S-Rank, increase the number of attacks made by +1. #### Venomous Breath **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when a creature would miss you with an attack.
**Range:** *Special*
**Duration:** Instant
**Components:** CM, M
**Cost:** 3 Chakra
**Keywords:** Hijutsu, Taijutsu, Medical
**Description:** You employ a dirty tactic to catch your foes off guard. When a creature misses you with an attack, you can leap over the creature and land in a space behind them that can hold you, simultaneously exhaling a breath of purple mist at them. The target must succeed a Constitution saving throw, or become Blinded until the end of their next turn. If the target is Poisoned or Envenomed, they roll with a -1d4 penalty, and gains the blinded condition for the duration of their Poisoned or Envenomed condition on a failure (whichever lasts longer). \page #### Sankaku Style: Hypebeast **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action or 1 Reaction, when you would roll for initiative
**Range:** Self (20-foot radius)
**Duration:** 5 Rounds
**Components:** HS, CM
**Cost:** *Special* (28 Chakra)
**Keywords:** Hijutsu, Ninjutsu, Combination
**Description:** You boast a claim of victory, of determination, or anything you can think of to boost your allies morale. You raise your fist to the air and create a pulse of clear chakra to empower allied creatures within 20 feet. All allied creatures gain the following benefits for the duration; - All creatures gain a +1 bonus to AC. - All creatures gain a bonus to initiative checks equal to your Strength modifier. - Once per turn, an affected creature can give themselves a +1d4 bonus to a single skill check, attack roll, saving throw, or damage roll. - All casters can spend and roll up to 2 hit die and 2 chakra die. The creatures gain temporary hit points equal to the result of their hit die and temporary chakra equal to the result of their chakra die. - All creatures know of any conditions affecting each other. - All creatures are aware of each other's exact location. **Combination:** *If this jutsu is cast as a Combination jutsu, increase the duration of this jutsu by 1 round per additional caster, excluding yourself.* *Any creature who assists in casting this jutsu as a combination jutsu increases this jutsu's supportive abilities based on the highest Charisma modifier within the group of casters. (+0-1: No change. +2: Increase the bonus to AC gained by +1. +3: Affected creatures increase their movement speed by 15 feet and ignore difficult terrain. +4: Affected creatures reduce the first instance of damage they take per round by -5. +5: Affected creatures can now roll up to 4 hit die and 4 chakra die.) * ``` ``` ### C-Rank #### Crimson Pressure **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 90 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Taijutsu, Clash, Finisher
**Description:** A more powerful, altered version of the *"Crimson Blaster"* hijutsu. Using the same technique as Crimson Blaster, you amplify one sphere further, making it huge. Make a ranged taijutsu attack against a creature within range, dealing your 4d10 force damage as you create a large explosion. The creature must make a Strength saving throw, becoming Deafened until the end of their next turn due to the sound of the explosion and being knocked prone on a failed save. If this jutsu is cast as a ***Finisher***, you instead deal 6d10 force damage on hit. Regardless of a hit or miss, the area within a 15-foot radius of the creature becomes difficult terrain, and all creatures other than the target within this radius must succeed a Dexterity saving throw or take half damage. **Danger Amplification:** By using **Danger Points**, you can improve this jutsu's effect. You can increase the radius of this jutsu when used as a ***Finisher*** by 5ft per Danger Point spent, up a maximum increase of 15ft. If you spend 3 Danger Points this way, all affected creatures must make the Strength saving throw to avoid becoming Deafened. **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 2d10. \page #### Power Crusher **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, which you take when you would take damage from an attack
**Range:** Self
**Duration:** 1 Round
**Components:** CM, M
**Cost:** *Special* (6 Chakra)
**Keywords:** Hijutsu, Taijutsu
**Description:** A powerful taijutsu of the Sankaku Clan where the user channels chakra within their muscles to absorb and redirect the negative feedback of attacks received. This jutsu cannot be cast while wearing heavy armor. When you would be damaged by an attack, you contest the attack roll with a Constitution (Chakra Control) check. If you have expertise in Chakra Control, you instead add a +1d4 bonus in place of expertise. Critical hits cause you to always roll at disadvantage unless the critical hit can be negated. If you succeed this contest, you reduce the damage dealt by half and you gain 1 stack of **Feedback** until the end of the next turn. When you would make an unarmed attack, or cast a Taijutsu or Sankaku Hijutsu, you can convert any stacks of **Feedback** you have into 1 extra damage die. You also gain an extra reaction until the end of the turn, which you can use to cast this jutsu again at half cost. If you fail this contest, you reduce the damage by 2d8, and can't use this reaction again until the start of your next turn. **Danger Amplification:** By using **Danger Points**, you can improve this jutsu's effect. When you would be critically hit while gaining this jutsu's benefits, you can spend 2 Danger Points to treat the critical hit as a normal hit. #### Venomous Fists **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** 1 Minute
**Components:** CM, M
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Taijutsu, Medical
**Description:** You take in a big gulp of air and use
medical chakra to isolate the toxic carbon dioxide within the atmosphere. You exhale this mixture onto your fists, causing them to be surrounded in a purple smog of poisonous chakra for the duration. This jutsu ends early if you reach 0 hit points. For the duration, your unarmed damage becomes
poison and increases by 1 step. If this would cause
your unarmed damage to go beyond a d12, your
unarmed damage instead increases by +2. Twice per turn, when you hit a creature
with an unarmed or taijutsu attack using
your fists, they must succeed a Constitution
saving throw or become Envenomed for the
duration of this jutsu. If you score a critical
hit, the creature makes this saving throw at
disadvantage, and is also Poisoned on a
failed save for the duration. ``` ``` #### Sankaku Style: Wombo Combo **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Movement Speed
**Duration:** Instant
**Components:** CM, M
**Cost:** *Special* (49 Chakra)
**Keywords:** Hijutsu, Taijutsu, Combo, Combination
**Description:** This jutsu can only be cast if you have one or two other casters within 30 feet of you. You dash towards a creature within range and go for a punch to knock the wind out of them, followed by a grapple into a throw, placing trust within your allies to finish the combo. Make a melee taijutsu attack, dealing your unarmed damage on hit and imposing a Constitution saving throw. On a failed save, the creature gains 1 rank of Bruised. You then make a grappling contest against the creature, at advantage if the creature failed their Constitution saving throw. If you succeed, you grab the creature and spin them around rapidly. You then throw the creature a space within 30 feet and the other casters of this jutsu can target them with a Taijutsu or Bukijutsu ***Finisher***, with a casting time of 1 action or bonus action, once per turn, regardless of range, ignoring listed casting time. **Combination:** When this jutsu is cast, it gains additional effects based on who has the highest Charisma modifier between all casters. - +0-1: No Change. - +2-3: The target makes their Constitution saving throw with a -1d4 penalty. - +4-5: The creature cannot take reactions against Finishers cast against them until the end of the turn if you succeeded your grapple contest. \page ### B-Rank #### Crimson Comet Crash **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Taijutsu
**Description:** You generate a large amount of chakra in your legs, causing them to be surrounded in blazing red energy. Select a creature within 60 feet. You teleport to this creature and immediately make two melee taijutsu attacks as you strike them with two kicks, dealing your unarmed damage + 1d8. For every two attacks made, the target must succeed a Strength saving throw, with a -2 penalty per attack that hits, or be knocked 30 feet in any direction of your choice. You can only knock a creature upwards once. On a failed save, if you would make more attacks with this jutsu, you teleport to them again to continue your assault. If you score a critical hit with this jutsu, instead of doubling the damage die, increase the damage die of this jutsu to 1d12s for the attack that crits. **Danger Amplification:** By using Danger Points,
you can improve this jutsu's effect. When you teleport
to a creature using this jutsu, you can spend 2 **Danger Points** to make an Athletics check contested by
the target's passive perception. If you succeed
this check, the target is surprised for the next
two attacks you make against them this turn. **At Higher Ranks:** For each rank you
cast this jutsu above B-Rank, increase the
cost of this jutsu by 3 and the number of
attacks made by +2. #### Sankaku Penatrator **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu, Clash
**Description:** You generate a red aura which cause the ground to quake and dberis to disperse. You make a fist, shifting your aura into it, causing your hand to radiate with a burning red glow. Make a ranged Ninjutsu attack against a target in range as you fire a piercing beam of chakra. On a hit, you deal 9d6 force damage, which ignores cover, damage reduction, and temporary hit points. All creatures, between you and the target, must make a Dexterity save, taking half damage on a failure. **Damage Amplification:** By using **Danger Points**, you can improve this jutsu's effect. For each Danger Point you spend, increase the damage die of this jutsu by 1 step. If you spend at least 2 Danger Points on this jutsu, this jutsu ignores resistance and treats immunity as resistance (If you spend 4, this jutsu ignores resistance and immunity). **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost by 3, and gain a +2 to Clash checks.
##### Bergamo the Crusher [Luis Figueiredo Art](https://www.facebook.com/photo/?fbid=1503698999818729&set=a.323782051143769)
\page




























___ ___ ___ ### A-Rank #### Sankaku Style: Dangerous Geometry **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Full Turn Action
**Range:** *Special*
**Duration:** Instant
**Components:** CM, M
**Cost:** *Special* (77 Chakra, 9 Danger Points)
**Keywords:** Hijutsu, Taijutsu, Combination
**Description:** This jutsu can only be cast if you have 3 to 5 casters within 30 feet of you. You release a gargantuan amount of chakra, emitting 30-foot bright light from yourself, which gathers and forms into a bestial effigy of your design that can be seen by onlookers. Your potent energy spreads to allied creatures within 30 feet of you, exciting their blood and intensifying their strength as they manifest their own bestial effigy. Select a creature within 120 feet of you. You and all allied creatures assisting this jutsu begin circling the creature from a 15-foot distance with immense, unquantifiable speed, forming a shape with a number of corners equal to how many creatures are performing this jutsu (For example, 3 casters create a triangle, 5 casters create a pentagon.) Each creature then, one by one, makes a melee taijutsu attack as they go in for a punch, kick, or headbutt, dealing their unarmed damage + 9d4 and knocking the creature 10 feet in a direction as the next creature in order goes in for their own attack. If any creature scores a critical hit, instead of doubling the damage, add twice their ability modifier to the damage roll.

































  If 2 or more casters successfully hit their attacks, you teleport back to where you were initially standing, all other casters teleporting next you in the closest space that can hold them, abreast each other facing the target. All creatures then cast a Ninjutsu of C-Rank or lower that makes a single attack roll or imposes a saving throw across an area of effect that is a line or cone at the creature, ignoring range. All Ninjutsu cast combine into one epic blast. Make a Ninjutsu attack roll using the highest Ninjutsu attack roll amongst all casters, affecting the creature with all Ninjutsu used on a hit that required an attack roll. This attack roll cannot score a critical hit. For jutsu that required a saving throw, the creature must make a single Constitution saving throw, suffering the damage and effects of all jutsu used that impose a saving throw on a failed save, or half damage on a success. Once this jutsu concludes, all casters gain 1 rank of Weakened, and you gain 1 rank of Exhaustion for 1d4+2 rounds. This exhaustion cannot be removed by any means and must run its course. You cannot cast this jutsu again until you lose this rank of exhaustion. **Combination:** When this jutsu is cast, it gains additional effects based on who has the highest Charisma modifier between both casters. - +0-1: No Change - +2-3: The damage of this jutsu increases by 1 step. - +4-5: All creatures gain a +1d4 bonus to hit with their taijutsu attack rolls. \page ## Sankaku Clan Feats ### Bold Display **Category:** Clan
**Prerequisite:** Sankaku Clan
You were born to lead your allies in battle and possess an incredible fortitude under extreme pressure. You train to never falter in battle. You gain the following benefits; - Increase your Strength or Constitution score by +1, up to a maximum of 20. - You may calculate your AC with Strength. While using Strength this way, if your Strength modifier goes beyond a +5, instead of increasing your AC more, the bonus to AC you would normally recieve becomes DR instead. - You ignore any nature release keyword limitation on learning and casting jutsu with the Combination keyword, and allies may also ignore these limitations to assist you in casting Combination jutsu. - Per full rest, select a number of jutsu you have known with the Combination keyword equal to half your proficiency bonus. You may use Strength for attack, damage, and Save DC calculation for these jutsu. ### Toxic Display **Category:** Clan
**Prerequisite:** Sankaku Clan, Level 4+
You realize that the best way to win a battle is to debilitate your foes to the point where they can no longer fight with poison. You decide that the Sankaku Clan's poison abilities only scratch the surface, so you decide to do your own research. You gain the following benefits; - Increase your Strength or Intelligence score by +1, up to a maximum of 20. - You gain the ability to learn jutsu with the Medical keyword that deal Poison damage or inflict the Envenomed/Poisoned conditions. **Danger Points** may be used to increase the attack roll result of these jutsu. - You may use Strength as your learning
score for these jutsu, as well as for the
Medicine Skill and Medicine Kits.
Additionally, when you deal damage
with a Sankaku Ninjutsu, you may
change the damage type to Poison. - When allies assist you in casting
Sankaku Combination
Hijutsu, they are treated
as having the jutsu on
their known list. ``` ``` ### Epic Display **Category:** Clan
**Prerequisite:** Sankaku Clan, Level 8+
You are the most flashy shinobi on the team. You pride yourself on the quickest to act, having the coolest jutsu, and carrying the entire team. You gain the following benefits; - Increase your Strength or Dexterity score by +1, up to a maximum of 20. - You can now recover up to 5 **Danger Points** in a turn. - When you spend **Danger Points** to increase a creature's skill check to assist in a Combination jutsu, increase their result by +2 per Danger Point spent, instead of only +1. - When you spend **Danger Points** to increase an attack roll, on a hit, ignore a number of the target's DR equal to 3 times the Danger Points spent. - When you spend **Danger Points** to increase your speed, up to 3 times per turn, increase your speed by +10ft, instead of 5ft. If you spend at least 4 **Danger Points** to boost your speed, you gain the benefits Disengage action and may Dodge as a bonus action on that turn. > ##### Additional Feat > The Sankaku Clan has an additional optional feat which can be found in Blasteroid's Clan Compendium [here](https://homebrewery.naturalcrit.com/share/kpFUTbghGe6T). \page
##### Latent Sankaku | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| |**Latent Sankaku Style** | 0 | Beginning at 1st level, allied creatures are able to ignore the Hijutsu component to assist you in casting Sankaku Hijutsu. | **Latent Bold Presence I** | 1 | Beginning at 3rd level, you can use Strength for Sankaku Ninjutsu, and in place of your Charisma modifier for Combination jutsu you participate in of D-Rank or lower that would gain additional benefits depending on the highest Charisma modifier among the casters. | | **Latent Bold Presence II** | 2 | *(You must have **Latent Bold Presence I**)* Beginning at 7th level, when you cast a Sankaku Hijutsu, with the Combination keyword, you gain all Charisma based benefits that you qualify for, instead of only the highest. Additionally, you can substitute your Charisma for Strength in Combination jutsu of C-Rank or lower now. | | **Latent Bold Presence III** | 3 | *(You must have **Latent Bold Presence II**)* Beginning at 7th level, allied creatures that would assist in casting a Sankaku Combination Hijutsu can opt to use their action or bonus action, in place of their reaction, once per turn. Additionally, you can substitute your Charisma for Strength in Combination jutsu of B-Rank or lower now. | | **Latent Undetectable Chakra I** | 1 | Beginning at 1st level, you cannot be detected by special sights such as tremorsense or blindsight (excluding true sight), and are hidden from Sensory jutsu of D-Rank or lower. | | **Latent Undetectable Chakra II** | 2 | *(You must have **Latent Undetectable Chakra I**)* Beginning at 11th level, you are automatically hidden from Sensory jutsu of C-Rank or lower, and gain 15 feet of blindsight. | | **Latent Undetectable Chakra III** | 3 | *(You must have **Latent Undetectable Chakra II**)* Beginning at 11th level, you are automatically hidden from Sensory jutsu of B-Rank or lower, and gain an additional 15 feet of blindsight (30ft total). | | **Latent Danger Points** | 3 | Beginning at 7th level, you gain the **Danger Points** feature. Your maximum Danger Points is equal to half your level, you regain all Danger Points on a long rest, and have access to 1st bullet point and 3rd bullet point for abilities to spend your ***Danger Points***. | |**Latent First Impressions I** | 2 | Beginning at 7th level, you have advantage on initiative checks, and can spend Danger Points to increase your initiative result. | |**Latent First Impressions II** | 2 | *(You must have **Latent First Impressions I**)* Beginning at 15th level, you cannot be surprised while above half of your maximum hit points. |**Latent First Impressions III** | 3 | *(You must have **Latent First Impressions II**)* Beginning at 18th level, you gain a +2 to damage rolls against creatures who have not acted yet in combat, and once per long rest, you can give yourself an additional bonus action or reaction (pick one) during the first round of combat. |**Latent Ravaging Combos** | 3 | *(You must have **Latent Danger Points**)* Beginning at 11th level, you gain +1 to critical threat range with Sankaku Hijutsu, Taijutsu, and jutsu with the Combination keyword. | **D-Rank Hijutsu** | 2 | *(You must have **Latent Sankaku Style**)* You gain the ability to learn D-Rank Sankaku Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Sankaku Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Sankaku Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Sankaku Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Sankaku as a prerequisite.
\page ## [Seol Clan](https://homebrewery.naturalcrit.com/share/qTkpNVndP7jX) ***Creator:*** *JustRiyo*
*There's always something humorous about the way those two fight. Tricking people into one on one fights before revealing that the situation had been everything except that from the beginning. The look on their faces will never get old. Fright, shock, awe, and some don't even really register it at all. But I suppose having your soul rent asunder would be a truly and utterly incomprehensible feeling, now wouldn't it?*
*—Jura Shikigami*
*No Kind Sunrise, Ch. 5 excerpt.*
### One Body, Two Minds, One Spirit The Seol clan are a collective of people that travel alongside spirits that take to their side early, usually choosing a specific one to make their partner. Using their bond, they are able to accomplish tasks that would otherwise be impossible without their help, and can wield their power with great efficiency. #### Seol Traits **Ability Score Increase**: +2 to any ability score, +1 to any other ability score. *(Recommended: +2 Cha, +1 Any)*
**Speed**: Your base walking speed is 30 feet.
**Skill Proficiencies**: Gain proficiency in 2 skills (your choice).
**Weapon Proficiency**: You are proficient in Martial Weapons
**Liason to the Lost**: You can see, speak with, and understand undead creatures of any kind, such as spirits and zombies.
#### Seol Features  **Soul Specialties:** The Seol Clan 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 lists. **Link to the Other Side:** Starting at 1st level, you gain a Spirit Companion from another world. It is typically incorporeal, but can perform certain acts whether it is physically manifested or not. This incorporeal being uses the Spirit Companion stat block, your Proficiency Bonus, ability scores, and saving throw proficiencies. When you first gain this feature, you select which of your ability score values will act as its ability scores, and which saving throw proficiencies it acquires. It also gains an amount of skill proficiencies equal to your Proficiency Bonus. If you receive an Ability Score Improvement from a class or feat, it gains one as well in any ability score of your choice. You can command the Spirit once per turn at no action cost. It can't attack, cast jutsu, or affect other creatures unless specified. The Spirit can only exist within a
       range of 10 times your Proficiency Bonus
        in feet from you. If it exits this range, it
        reappears within 5 feet of you.
        When you command the Spirit, you can
        activate its ***Physical Manifestation*** feature,
      allowing it to remain physical for up to 10
     minutes per Long Rest or until it reaches 0 HP. You
    can end this feature at no action cost on your turn.
     Each activation uses 1 minute of this limit. If the
     Spirit reaches 0 hit points or the runs out of time,
      ***Physical Manifestation*** can't be used until you
      complete a Long Rest. **Shared Power:** At 1st level, you learn to use your Spirit's abilities with your own, interweaving them to cause blade and soul to become one. When you first gain this feature, select one damage type your Spirit is capable of dealing. When you command your Spirit, you can instead fuse it with your weapon for the next minute or until you end this feature as a Bonus Action. This counts as an activation of Physical Manifestation for the purposes of the time limit. For the duration that your Spirit remains fused with your weapon, that weapon is known as your ***Ego Weapon***. Your Ego Weapon gains the following benefits: - It becomes unbreakable, and it cannot be disarmed from you unwillingly. - It deals its original damage type and your chosen damage type at the same time for all purposes. - While wielding it, you can use Charisma as the casting modifier for jutsu that your Spirit is able to cast. **Soul Invocation:** At 3rd level, you further hone your ability to make weapons serve as ideal vessels for your Spirit. You gain access to ***Soul Invocations***, beginning with a single one. You gain another at 7th, 11th, and 15th levels. If multiple Soul Invocations would benefit a jutsu you cast, you only gain the benefits of two Soul Invocations per casting. These only affect your Ego Weapon, and are selected from the list below: - It treats each point of damage it deals to temporary hit points as dealing 2 points of damage to those hit points. - It ignores Resistance to its damage, as well as any of the conditions it or jutsu using it as a component would apply. - It ignores an amount of damage reduction equal to half your Proficiency Bonus. - It adds your highest Ability Modifier to the damage it deals to Abberations, Demons, Monstrosities, and Undead. - It reduces temporary AC bonuses gained against attacks made using it by half your Proficiency Bonus. - It reduces any temporary saving throw bonuses gained against saving throws forced using it by 1/3rd your Proficiency Bonus. **Beyond Two Souls:** At 7th level, the experiences both you and your Spirit have endured have deepened your bond. While holding your Ego Weapon, you reduce the cost of jutsu that your Spirit is able to cast by an amount equal to the rank of the jutsu.
*(D-Rank: 1; C-Rank: 2; B-Rank: 3; A-Rank: 4; S-Rank: 5)* Also, once per round while you and your Spirit are within 10 feet of each other (but not while Shared Power is active), you can grant an attack either of you would make advantage or impose disadvantage on a saving throw that a creature makes against either of you. You may do so a number of times equal to 1 + half your Charisma Ability Modifier per rest. Additionally, once per Long Rest, if your Spirit Companion would be reduced to 0 hit points, you can spend Chakra Die equal to your rank to reform it with half of its hit points.
*(D-Rank: 1; C-Rank: 2; B-Rank: 3; A-Rank: 4; S-Rank: 5)* **Otherworldly Sight**: Starting at 7th level, you learn to truly see into the world of your Spirit, attaining a new level of understanding of that which lies around you. You gain 15 feet of true sight, which doubles while wielding your Ego Weapon. You also gain advantage on checks to locate creatures within the range of this sight, and can add your Charisma modifier to Perception and Investigation checks you make. \page

























___ ___ > ## Spirit Companion >*Small/Medium Undead Construct* > ___ > - **Armor Class** 14 + your Proficiency Bonus > - **Hit Points** Half your Level rounded up x (Your Charisma Modifier + Charisma Modifier + Constitution Modifier) > - **Chakra Points** Shares yours. > - **Speed** Varies. >___ >|STR |DEX |CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >|Special|Special|Special|Special|Special|Special >___ > - **Damage Immunities.** Poison, Psychic > - **Condition Immunities.** Charmed, Exhaustion, Petrified, Poisoned > - **Senses** A number of feet of Chakra Sight equal to 5 times your Proficiency Bonus > ___ > ***Ethereal Nature.*** The Spirit Companion is usually incorporeal unless it is willed otherwise. While Physical Manifestation is not active, they cannot interact with or be interacted with by the physical world, cannot be seen by creatures without chakra sight or true sight, have a 30 foot flying speed and can hover, can pass through up to 5 feet of obstruction and the spaces of other creatures as if they were not there. If they end your turn in an occupied space, they are shunted to the nearest unoccupied space. > > ***Immaterial Recovery.*** The Spirit regains half its total hit points from a Short Rest, and all of its hit points from a Long Rest. > > ***Immutable Form.*** The Spirit Companion is immune to any jutsu or effect that would alter its form, and cannot cast jutsu or use effects that would inflict detriments to itself as a part of that jutsu's effects or as a drawback from its conclusion. This includes jutsu and effects that would increase its ranks of Exhaustion, and effects that would result in instant death. > > ***Memories of Nobody.*** When you first activate Physical Manifestation, select one type of jutsu from the following list: Ninjutsu with no Nature Release keywords; Ninjutsu with one Nature Release keyword (select one), Genjutsu, Taijutsu, or Bukijutsu. >Once selected, this choice cannot be changed later. While Physical Manifestation is active, your Spiritual Companion can cast any jutsu of the selected jutsu type that you know, as well as any Seol Hijutsu that you know. > > ***Physical Manifestation.*** While this feature is active, your Spirit Companion becomes able to interact with the physical world as if it were you. You must instead use your Actions, Bonus Actions, and Reactions to command it to accomplish a given task. The range that it can travel from you before dissipating doubles, and its flying speed is replaced with walking speed. > > ***Poltergeist.*** The Spiritual Companion can interact with the world in ways similar to those listed within the effects of the ***Chakra Hands*** Ninjutsu. The amount of pounds they can lift is increased, being multiplied by half your Proficiency Bonus. > > ***Spiritual Connection.*** While Physical Manifestation is active, you can choose to have a jutsu that you or your Spirit Companion casts originate from either of your spaces. Additionally, if you or your Spiritual Companion would cast a jutsu that makes at least one attack roll or forces at least one saving throw, you both become eligible to target a creature that was hit or failed their saving throw with a jutsu with the ***Finisher*** keyword regardless of range, once per turn, as an Action, Bonus Action, or Reaction, ignoring its listed casting time. You may still only cast one jutsu as a ***Finisher*** per turn. > > ***Temporary Severence.*** If the Spirit Companion is reduced to 0 hit points or killed, it does not truly "die", but it returns to its world. When it does, it loses contact with you and becomes unable to be used in any way until you finish a Long Rest, at the end of which it returns with all of hit points and becomes available for use once again. > > ***Unshakeable Soul.*** The Spirit Companion does not take additional damage from jutsu, features, or traits that would benefit from it being a Construct or Undead. \page ## Seol Clan Jutsu ### D-Rank #### Ego Shift **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Special
**Components:** CM, W (Ego Weapon)
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** You alter the properties of your Ego Weapon to better suit your situation, melding your Spirit's potential to your will. When you cast this jutsu, you can select a number of weapon properties equal to half your Ninjutsu Ability Modifier. These weapon properties must be present on other weapons that match the same type of weapon as your Ego Weapon. (Melee weapons can only gain properties found on melee weapons, and ranged weapons can only gain those that are found on ranged weapons) For the remaining duration of your Ego Weapon's existence, it gains the chosen weapon properties in addition to any others it possesses. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the number of properties by +1. If this jutsu is cast at B-Rank or higher, you can remove up to two weapon properties your Ego Weapon possesses when you cast this jutsu, and you can choose to have the chosen weapon properties apply to Seol Hijutsu with the Bukijutsu or Taijutsu keywords that you cast. #### Expel Soul **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** Special
**Range:** Special
**Duration:** Instant
**Components:** CM, W (Ego Weapon)
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** Once per round, when you would hit a creature with a weapon attack or a Taijutsu attack you can choose to attempt to drive your Ego Weapon into their soul, temporarily forcing it from their body to throw them into disorder. The target creature takes your Ninjutsu Ability modifier in Force damage and must make a Charisma saving throw, gaining Dazed on a failure. Until the end of the current turn, you can target one affected creature with a ***Finisher***, regardless of range, once per turn, using either an Action, Bonus Action, or Reaction, ignoring its listed casting time. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3, and the damage by your Ninjutsu Ability modifier. ``` ``` #### Spiritual Arrest **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Special
**Duration:** Concentration, up to 1 minute
**Components:** CM, W (Any)
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** Your Spirit flares up its energy within your weapon, causing it to blaze with power for a short time. The next time you hit a creature with an attack that uses this weapon you deal an additional 2d8 damage, the damage type being determined by the type you selected in your Shared Power feature. If this jutsu is cast on your Ego Weapon, on a successful hit ethereal chains explode outwards from the weapon, and the target creature must make a Strength Saving Throw, becoming Restrained on a failure. At the end of each of their turns that they remain Restrained, a creature must make a Strength Saving Throw to break the chains and end this jutsu's effects on them. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3 and the damage by 1d8. If this jutsu is cast at A-Rank or higher, you can choose to cause a creature that fails their saving throw to become Stunned instead of Restrained. If you do, they instead remake their saving throw at the start of each of their turns. #### Spirit Tether **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM, M, W (Any)
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Bukijutsu, Sensory, Fuinjutsu, Finisher
**Description:** You perform a deadly strike against an enemy that makes it seem like you looked into their soul to see their weakness. This jutsu can only be cast as a ***Finisher***. Make a melee or ranged Taijutsu attack against a creature within range. On a successful hit, they take your weapon's damage + 2d8 and gain 2 ranks of Bleed. Damage dealt by the Bleeding condition inflicted by this jutsu is Force damage. If this jutsu is used with your Ego Weapon as a component, the initial attack is made at advantage, and on a successful hit the creature's soul is marked with an tether that is only visible to those with chakra sight or true sight. The tether extends to the edge of this jutsu's range, and a creature that the tether is attached to has disadvantage on checks made to conceal themselves from you. If a creature would leave the range of this jutsu the tether snaps and ends the effects of this jutsu on them, but their movement speed is halved until the end of your next turn. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the range by 15 feet, and the damage by 2d8. If this jutsu is cast at B-Rank or higher, a creature must make a Charisma Saving Throw at the start of each of their turns the tether remains on them, having their movement speed halved on a failure. \page ### C-Rank #### Memento Mori **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM, M, W (Ego Weapon)
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Bukijutsu, Fuinjutsu, Finisher
**Description:** You carve into your opponent's soul, allowing your Spirit to summon forth vestiges from its world to assail your enemies. This jutsu can only be cast as a ***Finisher.*** Make a melee or ranged Taijutsu attack, dealing your weapon's damage + 4d8 on a hit. A creature hit by this jutsu must then make a Wisdom Saving Throw as spirits begin to tear into them. On a failure, they become Dazed, and are marked for death by the otherworldly spirits. At the start of each of their turns, they take 1d10 + your Ninjutsu Ability Modifier in Psychic damage. If you roll a 10 on at least 1 of the d10s, the target also gains 1 rank of Slowed that remains for the duration. At the end of each of their turn that they remain under the effects of this jutsu, the creature can remake their Wisdom Saving Throw to end its effects on them. On a success, any ranks of Slowed they gained are also lost. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the initial damage by 1d8, and the Psychic damage by 1d10. #### Multifold Exorcism **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 90 feet
**Duration:** Instant
**Components:** CM, M, W (Any)
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Bukijutsu, Fuinjutsu
**Description:** You tear open a rift to your Spirit's world, drawing forth a storm of blades that seek to excise the weak. Select a number of creatures within range equal to half your Ninjutsu Ability Modifier rounded up. Those creatures must make Dexterity Saving Throws, taking your weapon's damage + 3d10 Force Damage and being knocked Prone on a failure, or half as much damage and no effects on a success. If this jutsu is cast using your Ego Weapon as a component, creatures knocked Prone by this jutsu also become Restrained for the duration that they remain prone, as the swords that rain down nail them to the ground. On each of their turns that they remain Restrained, they can use an Action or Bonus Action to make a Strength Saving Throw, ending this jutsu's effects on them on a success. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the range by +15 and the damage by 1d10. If this jutsu is cast at B-Rank or higher, you can instead select a number of targets equal to your full Ninjutsu Ability Modifier. If this jutsu is cast at A-Rank or higher, if you use your Ego Weapon to cast this jutsu, a creature can only attempt to break free once per turn. ``` ``` #### Soul Read **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, when a hostile creature make an attack or force allied creatures within range to make a saving throw
**Range:** Self (15 feet radius)
**Duration:** 1 Round
**Components:** CM, W (Ego Weapon)
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** You fully link your mind with your Spirit's, attaining a limited amount of extrasensory perception from the bond. You both then spring into action, expelling your energy to form a stalwart shield that protects those close by from harm. When you cast this jutsu, all allied creatures in range gain a +5 bonus to their AC against the triggering attack or gain advantage on the triggering saving throw. Then, until the start of your next turn, while allied creatures remain within range of this jutsu they gain a +3 bonus to their AC or a +2 bonus to all saving throws for this jutsu's duration. Allies cannot gain the benefit of this jutsu if they are already gaining bonuses to their AC or Saving Throws from a jutsu. ### B-Rank #### Earthbound Impermanence **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM, M, W (Any)
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Ninjutsu, Bukijutsu, Fuinjutsu, Finisher
**Description:** You strike a creature with your chosen weapon, attempting to sever the ties that bind them to this world and send them partially to the next one. This jutsu can only be cast as a ***Finisher.*** Make a melee or ranged Taijutsu attack, dealing your weapon's damage + 5d10 on a hit. A creature hit by this jutsu must make a Charisma Saving Throw, having their mind, body, and spirit all thrown into disarray at once on a failure. A creature who failed their saving throw is Incapacitated, Blinded, and unable to move for this jutsu's duration. At the start of each of their turns, the target makes a Charisma Saving Throw. On a success this jutsu's effects end, but on a failure you roll 1d20. On a roll of 11 or higher, that creature's body and soul vanish into the other world, disappearing from their location until the start of their next turn. On a roll of 10 or lower, they remain in their position as usual. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost by 3 and the damage by 1d10. If this jutsu is cast at A-Rank or higher, a number of times equal to your Ninjutsu Ability Modifier per casting of this jutsu, you can choose to treat the result of the d20 as if it rolled an 11. \page #### Ego Death **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM, M, W (Ego Weapon)
**Cost:** *Special* (14 Chakra)
**Keywords:** Hijutsu, Genjutsu, Bukijutsu, Fuinjutsu, Finisher
**Description:** You drive your Ego Weapon deep within a creature's core, flooding their psyche in an attempt to overwrite it with your Spirit's will. This jutsu can only be cast as a ***Finisher.*** Make a melee or ranged Taijutsu attack against a creature within range. On a success, you deal your weapon's damage + 6d6 in Psychic damage. You can force an affected creature to make a Charisma saving throw, becoming subsumed by your Spirit's consciousness on a failure. Also on a failure, your Spirit's remaining time of Physical Manifestation is reduced to 0 and your Spirit leaves your Ego Weapon temporarily. A creature that failed their saving throw is possessed by your Spirit. They control the speech, actions, movement, and all other aspects of the creature whose body they possessed for the duration of this jutsu. However, you cannot make them hurt themself. At the end of each of their turns that they remain possessed and each time they are damaged while they are possessed, they can make a Charisma saving throw to end this jutsu's effects on them, sending your Spirit back to you in its incorporeal form. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost by 3 and the damage by 2d6. If this jutsu is cast at S-Rank, Charisma Saving Throws made against this jutsu cannot gain the benefit of dice-based bonuses to them, including advantage. ### A-Rank #### Last Rites **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Full Turn Action
**Range:** Self
**Duration:** Up to 1 minute
**Components:** CM, W (Ego Weapon)
**Cost:** 25 Chakra
**Keywords:** Hijutsu, Ninjutsu, Bukijutsu, Fuinjutsu
**Description:** You call the true name of your Spirit aloud, flaring up both of your energies to their highest extent and allowing you both to wreak havoc on the battlefield. For the duration of this jutsu, you gain the following benefits: - You gain resistance to Physical and Mental conditions, and you cannot be Incapacitated or be made unable to move by any means unless you are Unconscious. - You can gain the benefits of any number of Soul Invocations you possess per casting of a jutsu that uses your Ego Weapon as a component. - Your ability scores use the higher values present
between you and your Spirit Companion. - You add your Ego Weapon's base damage die to Clash checks you make. - You cannot make attacks, ability checks, skill checks, or saving throws at disadvantage.


  At the conclusion of this jutsu your Ego weapon dissipates, your Spirit Companion is reduced to 0 hit points, and you become unable to mold chakra until you complete a Long Rest. You also gain 5 ranks of Weakened and 3 ranks of Slowed until you complete a rest of any type. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost by 3. If this jutsu is cast at S-Rank, increase its duration to 10 minutes, and twice during its duration, if you would become Unconscious or die instantly, you can instead negate the triggering damage or effect and remain alive and conscious. Additionally, if this jutsu is cast at S-Rank, once per Long Rest, neither you nor your Spirit Companion suffer the usual detriments that would normally take effect
when this jutsu ends. \page ## Seol Clan Feats ### Spiritual Independence **Category:** Clan
**Prerequisites:** Seol Clan
Your Spirit is more developed than most others, having an easier time learning and growing without your direct input. You gain the following benefits: - Increase an ability score of your choice by 1, to a maximum of 20. - Your Spirit Companion gains expertise in a skill of your choice, and can speak with, be understood by creatures, and appear visibly to creatures other than yourself at will. - You can use your Charisma Ability Modifier for the purposes of learning and/or gaining jutsu of B-Rank or higher that your Spirit Companion is able to cast. - Your Spirit Companion learns a single Taijutsu or Weapon/Bukijutsu Stance of your choice. - Your Spirit can take the form of a weapon of your choice that you are proficient with in place of fusing with an existing one to activate Shared Power. If it does, it gains one D-Rank Weapon Seal of your choice for the duration. This seal can be up to C-Rank at 7th level, B-Rank at 11th level, A-Rank at 15th level, and S-Rank at 18th level. ### Soul Knowledge **Category:** Clan
**Prerequisites:** Seol Clan, Level 4+
You've become able to delve deeper into the truth of your Spirit, its past, and its world. You gain the following benefits: - Increase an ability score of your choice by 1, to a maximum of 20. - Select one of the 5 following Nature Releases: Fire, Water, Lightning, Wind, Earth. You are now able to add jutsu with the corresponding Nature Release keyword to your jutsu list, and your Shared Power feature can have the damage type granted be the damage type of the chosen release. - Your Spirit Companion can select another jutsu type to be able to cast from its Memories of Nobody feature. - Twice per rest, when you would fail a saving throw that you are not proficient in but your Spirit Companion is, you can gain proficiency in that saving throw for one round. - Once per rest, when you would activate your Ego Weapon while suffering the effects of a condition you can select one of those conditions, except Exhaustion, and roll a DC 13 + the rank of the effect that inflicted the condition Charisma Ability Check, ending the effects on a success.
*(D-Rank: 1, C-Rank: 2; B-Rank: 3; A-Rank: 4; S-Rank: 5)*

> ##### Author's Note: This clan is similar in nature to the Shiranui Clan made by Drachengeist, and while not exactly the same, they provide a similar experience in terms of interacting with spirits and similar beings. The clan can be found in [this document.](https://homebrewery.naturalcrit.com/share/ekg-wnNe3cdl) ### Blade & Soul **Category:** Clan
**Prerequisites:** Seol Clan, Level 8+
You achieve a new level of harmony and cohesion with your Spirit Companion, further strengthening your Ego Weapon. You gain the following benefits: - Increase an ability score of your choice by 1, to a maximum of 20. - While you are wielding your Ego Weapon, you can choose to gain one of the following benefits:
**Sight:** You gain a number of feet of a sense other than true sight equal to five times your Proficiency Bonus.
**Movement:** You gain a number of feet of a type of movement speed other than walking speed equal to ten times half your proficiency bonus. - Once per Long Rest, when you fuse your Spirit into your Ego Weapon you can gain access to a Soul Invocation that you do not possess for the duration of that activation. - Over the course of a Long Rest, you can select one Seol Hijutsu you know that uses your Ego Weapon as a component. That jutsu cannot be negated, interrupted, or dispelled when cast, and you add your Charisma Ability Modifier to concentration checks made to maintain it. ### Ascended Soul **Category:** Clan
**Prerequisites:** Seol Clan, Level 12+
Your Spirit Companion has reclaimed all that it has lost, and the bond between the two of you has become far more than just unbreakable. You gain the following benefits: - Increase an ability score of your choice by 1, to a maximum of 20. - Once per rest, when you or your Spirit Companion would, as the result of a hostile source, reach 0 hit points, die, or be instantly killed, you are instead dropped to 1 hit point, and cannot go below this 1 hit point until the end of your next turn. - When you would cast a jutsu with a range of Self, you can reduce the remaining duration of your Spirit Companion's Physical Manifestation by 1 minute to have that jutsu affect both you and your Spirit Companion. - Your Spirit Companion can benefit from allied effects that it normally could not due to being a Construct or Undead. - While you are within 15 feet of your Spirit Companion or while wielding your Ego Weapon you gain an amount of damage reduction equal to your Charisma Ability Modifier. This damage reduction doubles against Psychic damage. \page




















##### Latent Seol | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Link to the Other Side I** | 0 | Beginning at 3rd level, you gain the benefits of the ***Link to the Other Side*** clan feature. However, it cannot use the Spirit Companion's ***Physical Manifestation*** feature. | **Latent Link to the Other Side II** | 2 | (You must have ***Latent Link to the Other Side I*** ) Beginning at 7th level, your Spirit Companion gains the ability to use ***Physical Manifestation,*** but can only utilize it for up to 5 minutes per Long Rest. | **Latent Shared Power I** | 2 | (You must have ***Latent Link to the Other Side I*** ) Beginning at 3rd level, once per Long Rest you can fuse your Spirit with a weapon you are holding to transform it into an ***Ego Weapon***, gaining benefits as normal. | **Latent Shared Power II** | 3 | (You must have ***Latent Shared Power I*** ) Beginning at 7th level, you can now use Latent Shared Power once per rest. | **Latent Soul Invocation I** | 2 | (You must have ***Latent Shared Power I*** ) Beginning at 7th level, your Ego Weapon gains the benefit of one Soul Invocation of your choice. | **Latent Soul Invocation II** | 3 | (You must have ***Latent Soul Invocation I*** ) Beginning at 11th level, your Ego Weapon gains the benefit of two additional Soul Invocations of your choice. | **Latent Soul Invocation III** | 5 | (You must have ***Latent Soul Invocation II*** ) Beginning at 18th level, your Ego Weapon gains the benefit of two additional Soul Invocations of your choice. | **Latent Beyond Two Souls I** | 2 | (You must have ***Latent Link to the Other Side I*** ) Beginning at 7th level, while holding your Ego Weapon, you reduce the cost of jutsu your Spirit is able to cast by an amount equal to the rank of the jutsu. *(D-Rank: 1; C-Rank: 2; B-Rank: 3; A-Rank: 4; S-Rank: 5)* | **Latent Beyond Two Souls II** | 3 | (You must have ***Latent Beyond Two Souls I*** ) Beginning at 11th level, once per round while you and your Spirit are within 10 feet of each other and your Spirit is not an Ego Weapon, you can grant an attack or saving throw either of you make or force either advantage or disadvantage respectively, a number of times equal to half your Proficiency Bonus per Long Rest. | **Latent Otherworldly Sight** | 3 | (You must have ***Latent Link to the Other Side I and Latent Shared Power I*** ) Beginning at 7th level, you gain 15 feet of true sight while holding your Ego Weapon. | **D-Rank Hijutsu** | 2 | (You must have ***Latent Link to the Other Side I*** ) You gain the ability to learn D-Rank Seol Clan Hijutsu. | **C-Rank Hijutsu** | 2 | (You must have ***D-Rank Hijutsu*** ) You gain the ability to learn C-Rank Seol Clan Hijutsu. | **B-Rank Hijutsu** | 3 | (You must have ***C-Rank Hijutsu*** ) You gain the ability to learn B-Rank Seol Clan Hijutsu. | **A-Rank Hijutsu** | 3 | (You must have ***B-Rank Hijutsu*** ) You gain the ability to learn A-Rank Seol Clan Hijutsu. | **Clan Feats** | 5 | (You must have ***Latent Link to the Other Side I*** ) You gain the ability to learn Clan Feats with Seol Clan as a prerequisite.
\page ## [(Variant) Senju Clan](https://drive.google.com/file/d/1i7vQBRwnVTJZ3mO30Qm9zSTkW4Wo-rsd/view?usp=share_link) ***Creator:*** *Mr. Hey/Schmeelo*
***In truth, very few Senju possessed Wood Release. The virtues, determination, and wisdom of the Senju are what truly gave rise to their incredible legacy.***
*I walked into the bar and saw her sitting at the corner of the room. Aki Senju the strongest Bounty hunter currently alive. Walking up to her I saw her judging me and making me hope that she liked what she saw. At her table I dropped a not-so-small pouch of Ryo in front of her. She gave a soft smile and while pulling in the Ryo said "Nice to meet you kid what job do you got for me?" *
*—Tofu Nishiki*
*At Worlds End, Ch. 21 excerpt.*
### The Strongest Clan Before the Time of Konoha the Senju were the only clan able to rival the Uchiha in battle. Every Senju was expected and forced to master the basic skills of being a shinobi and then to create new jutsu all of their own. Over time the Senju Clan become known for the vast array of skills and knowledge. Gaining the Clan the Title of the Clan with a Thousand Skills #### Senju Traits **Ability Score Increase:** +2 Con, +1 Str or Int
**Speed:** Your base walking speed is 30 feet.
**Skill Proficiencies:** Chakra Control, Ninjutsu.
**General Literacy:** All ability scores are counted as being +1 higher, for the purpose of qualifying for jutsu of B- Rank or Higher.
#### Senju Features  **Advanced Nature Transformation:** Senju are known for their advanced innate knowledge in Chakra molding and nature release. Starting at 1st Level, select one of the following nature releases Earth, Wind, Fire, Water, Lightning. **Built Different:** Beginning at 1st level, the Senju are known for their downright gargantuan stamina. Increase your Hit Point total by 2. Every level thereafter each time
you gain a level, increase your hit point total by 2. **Mitotic Regeneration:** Beginning at 1st level, you learn to create a reservoir of Chakra in form of ***Senju Cells***. These cells are a byproduct of your exceptional bloodline which allows you to remain healthy and ready for battle. You have a number of Senju Cells equal to your level per long rest. You can spend these cells to accomplish any of the following at the start of your turn; - Spend any number of cells, regaining 1d6 + Constitution modifier hit points, per cell spent. This increases to a d8 at 11th level. - Spend any number of cells to remove 1 rank of any *Physical* or *Elemental* condition you are under the effects of, per cell spent. - Beginning at 7th level, once per round, when your hit points falling to 0 or lower, you can spend 5 cells to instead fall to 1 hit point. **Senju Superiority:** Beginning at 3rd level, You start to become a true Senju. Your Journey to become a perfect ninja begins. You pick two of the Following Senju Superiority Features. You gain another at levels 11 and level 18. - **Senju Versatility:** When you would be forced to make a Strength, Dexterity, or Constitution Saving throw you add half your Constitution modifier (Max. 2) to the saving throw. Starting at level 11 you add half of your Constitution modifier, rounded up (Max. 3) to the result. - **Senju Life Force:** Once per round when you would regain hit points from a jutsu or feature. You may spend a hit die to add your Constitution modifier to the amount gained. Starting at level 11 you add twice your Constitution modifier to the amount gained. - **Senju Determination:** You are able to add half your Constitution modifier to Death saving throws. Beginning at 11th level you are able to add your full Constitution modifier to death saving throws. - **Senju Endurance:** Pick 2 conditions, You have advantage on saving throws against those Conditions. Beginning at 11th level you pick an additional condititon to benefit from this feature. - **Senju Creativity:** You gain proficiency in 1 skill and kit of your choice. Beginning at 11th level you gain expertise in 1 skill and kit you were already proficient in. **Strong Bloodline:** Beginning at 7th level, The Senju blood coursing through your veins is extremely potent. You have advantage on saves against the Diseased and Poisoned Condition and resistance to Poison Damage. Additionally, you have mastered the art of communication and negotiating hostile terms. When you would make a Charisma check in an attempt to persuade or intimidate a hostile or unfriendly creature, you can instead use your Strength or Constitution in place of Charisma as you exude the full force of your physical presence in an attempt to make them understand the situation they are in. **Quicken Recuperation:** Beginning at 15th level, your ability to rapidly recover from conflict manifests itself. When you would take a Short or Long Rest, you regain an additional amount of HP equal to your player
level once and lose 1 additional rank of
Exhaustion once per full rest. Furthermore,
if you are suffering from any of the
following conditions, you may make
an additional save against whatever
caused it at advantage: - Poisoned (If you succeed, you gain the
benefits of the rest.) - Blinded - Deafened - Dazed - Paralyzed - Weakened \page ## Senju (Variant) Clan Feats ### Tobirama's Legacy **Category:** Clan
**Prerequisite:** Variant Senju Clan, level 8+
The blood of the Second Hokage, runs through your veins, providing you unmatched Wisdom. You gain the following Benefits; - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - You gain another **Senju Superiority** Feature. - When you create a jutsu it automatically gains the Hijutsu keyword for free. - Created or modified Jutsu start out at -1 chakra instead of 0 when calculating their cost. ### Hashirama's Legacy **Category:** Clan
**Prerequisite:** Variant Senju Clan, level 8+
The blood of the First Hokage, runs through your veins, providing you unmatched vitality. You gain the following Benefits; - Increase your Strength or Constitution score by 1, to a maximum of 20. - Whenever you would regain hit points as a result of spending Hit Die, targeting yourself with jutsu, features or Items that restore hit points, increase the amount of hit points regained by your proficiency bonus, once per casting. - Increase your Hit Point total by your level. Whenever you would gain a level here after increase your hit point total by +1. ``` ``` ### Tsunade's Legacy **Category:** Clan
**Prerequisite:** Variant Senju Clan, level 4+
The blood of the Fifth Hokage, runs through your veins, providing you unmatched fortitude and intellect. You gain the following Benefits; - Increase your Constitution or Intelligence score by 1, to a maximum of 20. - You can learn and add Jutsu with the Medical Keyword to your Jutsu list. - When you would heal yourself or another creature using either a jutsu or feature. As a part of the same action used, you can spend 1 hit die, adding the result to the amount healed. - You can spend your ***Senju Cells*** from the **Mitotic Regeneration** feature in the following new ways: - **Action:** Touch a creature within range (other than you) and spend any number of ***Senju Cells***. The creature removes 1 rank of any *Physical* or *Elemental* condition affecting them per cell spent. - **Action:** Touch a creature within range (other than you) and spend any number of ***Senju Cells***. The creature regains 1d8 + your Constitution modifier in hit points per cell spent. ### Asura's Legacy **Category:** Clan
**Prerequisite:** Variant Senju Clan, level 16+
The blood of the second son of the Sage of the Six Paths, runs through your veins, providing you unmatched Power. You gain the following Benefits; - Increase your Constitution or Intelligence score by 1, to a maximum of 20. - You gain 1 **Senju Superiority** feature. - You pick 1 **Senju Superiority** feature that you have to become super charged. - **Super Senju Life Force:** When you would heal more than 20 hp in a turn you may remove 1 stack of any condition other than exhaustion. If you would heal more than 100 hp in a turn you may remove 1 stack of exhaustion. - **Super Senju Versatility:** When you would be forced to make a Saving throw you add your entire Constitution modifier to all Strength, Dexterity, or Constitution saves. - **Super Senju Determination:** You gain advantage on Death Saving throws or effects that would impose instant death. - **Super Senju Endurance:** When you would be forced to roll a saving throw to not gain a condition. You have advantage, If you already would have advantage you instead roll 3d20. - **Super Senju Creativity:** You add your Con mod to all skill checks you do not have proficiency in. \page
##### Latent Senju (Variant) | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Difference** | 3 | Beginning at 1st level, increase your Hit Point total by 1. Every level thereafter each time you gain a level, increase your hit point total by 1. | | **Latent Mitotic Regeneration I** | 2 | Beginning at 3rd level, you learn to manifest a pool of Latent Senju Cells. You gain a number of Senju cells equal to your level up to a maximum of 5 which can only be spent as a Bonus Action on your turn, to regain 1d6 + Constitution modifier in hit points per cell spent. | | **Latent Mitiotic Regeneration II** | 3 | *(You must have **Latent Mitotic Regeneration I**)* Beginning at 11th level, your maximum number of Senju Cells increases to 10. | | **Latent Superiority I** | 2 | Beginning at 3rd level you gain 1 feature from the **Senju Superiority** clan feature. | | **Latent Superiority II** | 3 | *(You must have **Latent Superiority I**)* Beginning at 11th level, you gain an additonal feature from the **Senju Superiority** clan feature. | | **Latent Strong Bloodline I**| 2 | Beginning at 7th level, when you would make a Charisma check in an attempt to persuade or intimidate a hostile or unfriendly creature, you can instead use your Strength or Constitution in place of Charisma as you exude the full force of your physical presence in an attempt to make them understand the situation they are in.| | **Latent Strong Bloodline II**| 5 | *(You must have **Latent Bloodline I**)* Beginning at 7th level, the senju blood in your veins, although weak, has granted you inscreased resistances. You have advantage on saves against the Diseased and Poisoned Condition and resistance to Poison Damage. | | **Latent Recuperation**| 5 | Beginning at 15th level, when you complete a long rest you regain additonal Hit Points equal to your level. | | **Clan Feats** | 10 | You gain the ability to learn Clan Feats, with the Variant Senju Clan as a prerequisite.
\page ## [Shimura Clan](https://homebrewery.naturalcrit.com/share/idFmzbuRHy64) ***Creator:*** *Vr.Smore*
*"The ninja world is an ascetic world. To remain anonymous is a source of pride. But by controlling both the surface and underground, one can truly strengthen the village and nation. I will make certain that this summit is a success and that I am recognized as Hokage. Then the jōnin will have no choice but to accept me as Hokage. My era has finally come."*
*~ Danzo Shimura* *Naruto, Ch. 456, pg. 6 excerpt.*
### The Power to Get What You Want ___ The Shimura clan -- a clan that shocked even Madara Uchiha when he learned they were joining Konoha. Little is known of the Shimura, but what *is* known grants them terrifying potential. Often viewed as equals to the Sarutobi clan, this clan holds a considerable measure of sway in the shinobi world. The Shimura clan's true power is due to their highly developed, unique fuinjutsu which allows them to be an effective force of influence both on and off the battlefield. ### Shimura Traits ___ - **Ability Score Increase:** +2 Int, +1 Cha - **Speed:** Your base walking speed is 30 feet. - **Skill Proficiencies:** Ninshou; then choose either Deception or Persuasion. - **Shimura Seals**: You know 1 additional D-Rank Shimura Clan Jutsu. This does not count against your jutsu known. - **Fuinjutsu Literacy:** Your Ninjutsu ability score is counted as being +2 higher, for the purpose of casting higher ranked jutsu with the Fuinjutsu Keyword through any ability score restrictions. ### Shimura Features  **Shimura Tactical Seals:** The Shimura 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. **Fuinjutsu Simplicity:** When creating or learning Ninjutsu with the Fuinjutsu keyword, reduce the time it takes to complete the task by half. This does not stack with other similar effects. **Manipulative Bloodline:** Subtle and coercive negotiation tactics have continually allowed the Shimura clan to reach their goals for years. Beginning at 1st level, when making a Charisma-based skill check you are proficent in, you may use Intelligence instead. Additionally, based on the skill you selected from Shimura Traits (Deception or Persuasion), you have advantage on checks using the skill you chose from the Shimura Traits (Deception or Persuasion), against a creature that either trusts you or is of equal or lower level than you. At 7th level, you gain expertise in the chosen skill. This trait now applies to both Deception and Persuasion. At 15th level, you have advantage on all Deception and Persuasion checks. You cannot have disadvantage on either check. At 18th level, when you successfully use one of these skills against a creature, for the next hour, whenever that creature targets you with an attack, jutsu, or ability, it must first make a Wisdom saving throw. On a failed save, it becomes dissuaded and must either choose a new target or waste the attack, jutsu, or ability. On a successful save, the creature becomes immune to this effect until you complete a long rest. **Master of Seals:** Starting at 3rd level, as a Shimura you begin to inherit mastery over your clan's unique seals. You have a number of **Seal Points** equal to your proficiency bonus. All expended Seal Points return after a long rest. Seal Points can only be spent once per turn. At 15th level, this becomes up to twice per turn. These Seal Points can be used in any of the following: - ***Seal Points (1):*** Reduce the chakra cost of a jutsu you cast with the Fuinjutsu keyword by half your Intelligence Modifier (to a minimum of 1). At 15th level, this reduction becomes equal to your full Int Mod (to a minimum of 1). - ***Seal Points (1):*** Add an extra 2d6 force damage to a jutsu you cast with the Fuinjutsu keyword that deals damage. At 15th level, the damage of this jutsu ignores damage reduction and resistance. - ***Seal Points (2):*** Increase the save DC for a jutsu you cast with the Fuinjutsu keyword by half of 1d4 (minimum 1). At 15th level, this increase becomes equal to 1d4+1. - ***Seal Points (3):*** Gain an additional bonus action that can only be used to cast a B-Rank or lower Shimura clan jutsu you know, ignoring its original casting time. At 15th level, you ignore all components of a Shimura clan jutsu cast this way. - ***Seal Points (3):*** Gain an additional reaction that can only be used to activate the further effects of a Shimura clan jutsu you've cast. At 15th level, you can also move up to half your movement speed as part of this reaction. **Conditional Seals:** Your prowess with fuinjutsu allows you to meticulously adjust the seals you place. At 11th level, when you create a seal using a Shimura clan jutsu that normally requires a bonus action to activate, you can instead remove that bonus action activation and replace it with a specific trigger of your choosing when the jutsu is cast. ( Ex: A enemy draws their weapon) At 18th level, when you cast a
Ninjutsu with the Fuinjutsu keyword
that would inflict a condition on a
failed saving throw, you may spend
3 ***Seal Points*** and replace that
condition with another Physical
or Mental condition of your choice
that they will instead gain. You
can effect a jutsu this way
twice per long rest. \page ## Shimura Clan Jutsu List ### D-Rank #### Chakra Draining Seal **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** 1 minute
**Components:** CM, HS, CS
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** You attempt to place a seal on a creature to exhaust one's chakra. Make a melee ninjutsu attack against a creature in reach. On a hit, you deal your unarmed damage + 2d4 Chakra damage. Then for the next minute, that creature takes 1d4 Chakra damage at the start of its turns. At the end of the target's turns it makes a Chakra Control check against your Ninjutsu save DC, ending the jutsu's effects on a success. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the chakra damage by 1d4 and 1d4 respectively. #### Flash-Bang Seal **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** 1 hour
**Components:** CM. HS, CS
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Auditory, Visual, Placement
**Description:** As part of the action to cast this jutsu you place a seal on a surface, object, or body part of your choosing within range.
  ***Activation:*** As a bonus action you can activate this seal. When activated you can cause a blinding light or loud deafening noise to emit from the seal. All creatures within 15 feet of the seal that can see the light or hear the sound must succeed a Constitution saving throw, or become blinded or deafened (you pick when casting) until the end of its next turn. After this effect has been triggered the jutsu ends.
**The effectiveness of the Shimura clan in combat hinges upon careful preparation, often involving the strategic placement of certain Shimura hijutsu. The Shimura clan has designed jutsus that allow the seal to be placed before its activated. These jutsu are given a new keyword, "Placement". A jutsu with the placement keyword must be placed using the listed casting time, and then activated by fufilling the requirements listed after: *Activation:*** ``` ``` #### Updraft Seal **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** 1 hour
**Components:** CM, CS
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Placement
**Description:** You place a seal on the ground. The seal then conceals itself and is invisible to all creatures without chakra sight.
  ***Activation:*** As a bonus action on subsequent turns, you can trigger this seal's activation. When activated the seal releases a massive gust of force sending anything within range flying upward. Creatures within a 10 foot radius of the seal must make a Strength saving throw, taking 2d6 Force damage and being lifted 10 feet in the air on a failed save. Targets lifted by this jutsu remain that way until the end of the start of your next turn. After this effect has been triggered the jutsu ends. Alternatively, this jutsu can deal no damage and instead lift willing creatures up to 30 feet in the air, but you must declare this during the casting of this jutsu. #### Shimmering Mirage Seal **Classification:** Hijutsu **Rank:** D-Rank **Casting Time:** 1 Action **Range:** Touch **Duration:** Special **Components:** CM, CS **Cost:** 5 Chakra **Keywords**: Hijutsu, Genjutsu, Fuinjutsu, Visual, Placement **Description**: *As part of casting this jutsu, you may pick up to 4 creatures who will not be effected by the jutsu.* You place a seal on a surface of your choosing. The seal then conceals itself and is invisible to all creatures without chakra sight.
  ***Activation:*** As a bonus action on subsequent turns, you can trigger this seal's activation. Once activated, the seal conjures a lifelike mirage of the caster's choosing, manifesting within a 10-foot radius around the seal. This illusionary display remains for one minute before gradually dissipating. All creatures who can see the mirage must make a Wisdom saving throw against your genjutsu save DC. A creature can only be affected by the mirage if it can see it, and the effect can only occur once per casting. **Critical Success:** Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of this jutsu until 3 turns have passed. **Success:** Affected creature is uneffected by the Genjutsu **Failure:** Affected creatures are fully convinced that what they are seeing is real. They gain 1 rank of fear or confused (your choice, but should be reflected in the mirage) **Critical Failure:** Same as failure, but it gains an extra rank of the applied condition. \page ### C-Rank #### Advanced Explosive Seal **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, HS, CS
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsul, Placement
**Description:** As part of the action to cast this jutsu you place a seal on a surface, object, or body part of your choosing within range. When you place this seal you choose a single nature release keyword that you can cast and it’s damage type becomes the corresponding type. If you do not have a nature release this jutsu instead deals Force damage.
  ***Activation:*** As a bonus action on, you can activate this seal. When activated all creatures within 10 feet of the seal must make a Dexterity saving throw, taking 5d8 damage on a failed save or half as much on a success. After this effect has been triggered the jutsu ends. **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 2d8. #### Drag Wire **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, CS
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Placement
**Description:** As part of the action to cast this jutsu you place a seal on a surface, object, or body part of your choosing within range. The seal then conceals itself and is invisible to all creatures without chakra sight. Once placed the seal shoots an invisible line that extends 30 feet or anchors to the nearest surface parallel of it.
  ***Activation:*** When a creature would enter that area, the seal activates. The creature must make a Dexterity saving throw. On a failed save, being forcefully pulled to the location of the seal, taking 1d6 bludgeoning damage for every 5 feet it was pulled (this movement does not provoke attacks of opportunity). A creature that fails also has its movement speed reduced to 0 and is considered grappled in place until the end of its next turn. On a successful save the target is unaffected. After this effect has been triggered the jutsu ends.
___ ##### *"Self sacrifice, that's what epitomises a shinobi. Never seeing the light of day, toiling in the shadows. That's the way of a true shinobi and not just Itachi. Countless shinobi have died the same way. This world could not function on ideals and pleasantries. It's thanks to people like him that peace has been maintained." ~ Danzo Shimura* ``` ``` #### Fūinjutsu Trap **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, HS, CS
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Placement
**Description:** *A jutsu designed to be like Advanced Explosive Seal, but it sacrifices the damage to disorientate enemys over larger areas. *You place this seal on a surface within reach, and this seal expands into a 20 foot cube.
  ***Activation:*** As a bonus action, you can activate this seal causing the seal to implode. All creatures in the area must make a Strength saving throw. On a failed save, a target takes 4d10 Force Damage and gain 1 rank of Concussed, or only half damage and no further effect on a successful save. After this effect has been triggered the jutsu ends. **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 2d10. ### B-Rank #### Absorption Seal **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Hour
**Range:** Touch
**Duration:** 24 hours
**Components:** CM, CS
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu, Placement
**Description:** As part of the action to cast this jutsu you place a seal on a surface, object, or willing creature within range.
  ***Activation:*** When you see the casting of a ranged Ninjutsu targeting a creature or space within 5 feet of this placed seal, as a reaction you can activate the seal to absorb the jutsu and reduce the damage taken by 5d10 + 10. Additionally, if the damage is reduced to 0, a creature who had the seal placed on them gains temporary Chakra Points equal to half the chakra cost of the jutsu absorbed, which last until the end of your next turn. After this effect has been triggered the jutsu ends. You can only have a maximum of one Absorption Seal placed at one time. Casting this jutsu again while one Absorption Seal is currently paced causes the first placed seal to vanish. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, damage reduction by 2d10, and the casting time by 2 hours. \page #### Self-Cursing Seal **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, HS, CS
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** Make a melee ninjutsu attack against a target in range. On a hit, you place a crippling seal on the target. The seal then conceals itself and is invisible to all creatures without Chakra Sight. Then, as a bonus action after the seal is placed, you can activate this seal. When activated, the seal spreads across the target's body, siezing its muscles in place. The target must succeed a Constitution saving throw, becoming paralyzed on a failed save, or no effect on a success. At the end of the target's turns it makes a Chakra Control check against your Ninjutsu save DC, ending the jutsu's effects on a success. ``` ``` ### A-Rank #### Reverse Four Symbols Sealing **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Week
**Range:** Touch
**Duration:** Special
**Components:** CM, CS
**Cost:** *Special* (45 Chakra)
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** During an entire week of downtime, you inscribe the Mother of All Seals onto your chest. Once the seal is completed, you gain the ability to activate it as an Action. By doing so, you can select a target within 10 feet of you who is either Prone or Dazed. When the seal activates, it releases a black hole that engulfs the chosen target, imprisoning them within your body. This sealing process is irrevocable, permanently containing the target. Once this has happened, the target becomes sealed away permenantly, and you fall to 0 hit points and die. When you die this way, you cannot be revived by normal means. \page ## Shimura Clan Feats ### Pathological Deceiver **Category:** Clan
**Prerequisites:** Shimura Clan
Your clan’s tradition for dark manipulation runs rich in your blood. You gain the following: - Increase your Intelligence or Charisma score by 1, to a max of 20. - Your thoughts can't be read by telepathy or other means, unless its a jutsu or feature of B-rank or higher, or you allow it. You can present false thoughts to a creature who is attempting to read your mind with a jutsu of C-rank or lower by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, no matter what you say, jutsu or abilities that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by such jutsu or abilities unless its B-rank or higher. - You cannot have disadvantage on Intelligence based skill-checks while you are conscious ``` ``` ### Shadowstorm **Category:** Clan
**Prerequisites:** Shimura Clan, level 4+
You awaken an uncommon bloodline trait among the Shimura clan of Wind release. Your wind chakra infuses with your cunning blood and sharpened mind. You gain the following: - Increase your Constitution or Intelligence score by 1, to a max of 20. - You gain Wind Release Affinity, and learn one ninjutsu with the Wind Release keyword at a rank you can cast, no higher than C-Rank. This jutsu does not count against your number of jutsu known. - Ninjutsu you cast with the Wind Release keyword can benefit from your Master of Seals clan feature, and gain the Fuinjutsu keyword when you do so. ### Controlling Seals **Category:** Clan
**Prerequisites:** Shimura Clan, level 12+
You are not the only one that can change the mindset of the enemy, the seals you create can as well. When taking this feat you gain the following benefits: - Increase your Intelligence or Charisma score by 1, to a max of 20. - The first time a creature makes a saving throw against a Shimura clan jutsu you cast, that target subtracts an amount equal to half your Intelligence modifier from the result. A creature can only be effected by this once per long rest. - When a target takes damage or is under the effects of a Shimura clan jutsu you cast of C-Rank or higher, you can choose to inflict 1 rank of the Charmed or Fear condition (your choice) which last a number of the rounds equal to your half Intelligence modifier. A creature can only be subject to this effect once per long rest. \page ##### Latent Shimura
| Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Manipulative Bloodline I** | 1 | Beginning at 1st level, you gain proficiency in either Deception or Persuasion. | **Latent Manipulative Bloodline II** | 2 | (You must have *** Latent Manipulative Bloodline I***) You add an extra 1d4 to checks made using that skill. | **Latent Manipulative Bloodline III** | 4 | (You must have *** Latent Manipulative Bloodline II***) Beginning at 7th level, you now roll advantage on checks using that skill instead of adding 1d4. | **Latent Master of Seals I** | 3 | Beginning at 3rd level, you have a number of ***Seal Points*** equal to half your proficiency bonus (max of 3). All expended ***Seal Points*** return after a long rest. A Seal Point can only be spent once per round. Pick two options from the ***Master of Seals*** Shimura clan feature. These two options are what you can expend your ***Seal Points*** on. | **Latent Master of Seals II** | 5 | (You must have ***Latent Master of Seals I***) You gain two more options from the ***Master of Seals*** Shimura clan feature. | **Latent Conditional Seals I** | 3 | Beginning at 11th level, when you create a seal using a shimura clan jutsu that normally requires a bonus action to activate further effects, you can instead remove the bonus action activation and replace it with a specific trigger of your choosing when the seal is created. | **Latent Conditional Seals II** | 4 | (You must have ***Latent Conditional Seals I***) Beginning at 18th level, when you cast a Ninjutsu with the Fuinjutsu keyword that would inflict a condition, you can replace that condition with another of your choice. You can effect a jutsu this way twice per long rest. | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Shimura Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Shimura Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Shimura Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Shimura Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Shimura Clan as a prerequisite.
\page ## [Shinigami Clan](https://drive.google.com/file/d/1emJtI_4RazhsNB56WoMc1nqWudww-hKS/view) ***Creator:*** *KadenUchiha/Artemys/Blasteroid/galen876*
*The cloaked man walked forward still, no fear in his eyes. He put his hand on the blade of his sword and spoke into it. Suddently, it stopped being a sword...becoming a large scythe. I then realized, I was the fool who had angered a reaper.* ### Hell's Butterfly The Shinigami Clan is a clan of no clear family name, although they are believed to have originated near the border of the Land of Iron and Fire. Members of this clan, as opposed to blood, are connected by similar beliefs and ideals, and wield a special sword that manifests their chakra and spirit, the Zanpakutō. Masters of both blade and jutsu, the Shinigami are a dominant force of the battlefield. #### Shinigami Traits **Ability Score Increase:** +2 Int, +1 Str or Dex
**Speed:** Your base walking speed is 30 feet. **Skill Proficiencies:** Ninshou, Martial Arts
**Weapon Proficiency:** Katana #### Shinigami Features  **Kido Techniques:** The Shinigami 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). **Zanpakutō:** Also at the 1st level, you gain a weapon that is the manifestation of your chakra, called a Zanpakutō, which takes the form of a Greater Katana. Weapon attacks you make with your Zanpakutō can use Intelligence in place of Strength or Dexterity for attack and damage rolls. If your Zanpakutō is destroyed, you regain it fully restored on a rest. **Mastered Body and Mind:** Starting at 3rd level, you've adopted your own unique set of techniques to use alongside your Zanpakutō and Shinigami Hijutsu. Select two of the following techniques below. You can select another technique at 7th and 15th levels. - **Kido Adaptation:** When you cast a Shinigami Clan hijutsu with the Ninjutsu keyword that doesn’t have a range of self, you can choose to add your Zanpakutō as a component. When you do, the jutsu’s range becomes Weapon’s Range, it gains the Bukijutsu keyword, and you add your weapon’s damage. You do not add your ability modifier to the damage roll(s). - **Kidō Defensive Body:** When you cast a jutsu that increases your AC, or provides you with temporary hit points, increase the bonus to AC by +1 or the temporary hit points gained by 2 extra dice. - **Kidō Mixed Fighter:** You can use Dexterity as your Ninjutsu ability modifier for Shinigami Hijutsu with the Ninjutsu keyword. - **Zanjutsu Adept:** Jutsu you cast with your Zanpakutō as a component increase their damage dice by 1. - **Zanjutsu Agility:** Your speed increases by 5 feet for every hit you land with your Zanpakutō on your turn. If you hit with at least two attacks, you gain the benefits of the Dash or Disengage action, until the end of your turn. ``` ``` - **Zanjutsu Spirit:** Jutsu you cast that use your Zanpakutō as a component gain a +1 to Save DC. **Shikai:** At 7th level, you learn the true name of your Zanpakutō, and when you speak its name, your blade evolves into a new form. Once per short rest, As a Bonus Action while in combat, you can shout the name of your blade to transform it into its Shikai. While your weapon is in its Shikai it’s look and feel evolve giving it new abilities or perhaps changing it completely. Discuss with your DM what your Shikai looks like. Your Shikai remains active for 10 minutes or until you fall unconscious. You have 5 Shikai Points to distribute into the Shikai Upgrades detailed at the end of the clan, you gain the benefits of these upgrades while your Shikai is active. Unless otherwise stated you can only select a Shikai Upgrade once. You gain an additional 3 Shikai Points at 11th, and 18th level. You cannot change your selections after choosing. **Death's Chosen:** Starting at 11th level, you have strengthened the connection to the soul and the spectral plane, so much so that your spirit exudes a powerful aura causing creatures to fall from your sheer presence alone. On your turn, you can give yourself 45 feet of a unique variant of True Sight known as **Soul Sense** for 10 minutes by spending 1 chakra die. Alongside the benefits of True Sight, using **Soul Sense**, you can sense the emotional state of creatures within range. You also gain a rough understanding of the strength of creatures and how it compares to your own by comparing your level to their level to see which is higher or lower, although your DM may inform you that a specific creature’s power is not what you would expect. Additionally, while **Soul Sense** is active,
you exude an aura of **Spiritual Pressure**.
Minions, and hostile creatures less than
your level begin to feel weak and fatigued
while within 15 feet of you. Affected
creatures are treated as being within difficult
terrain, and take an additional amount of
damage equal to your level when they
would take damage, once per round. If you are 10 levels higher than a creature
within range of your **Spiritual Pressure**, they
are knocked prone unable to stand until you
move away from them. At 15th level, your **Soul Sense**'s visual
range increases to 60 feet, and your
**Spiritual Pressure** affects hostile
creatures within 30 feet of you.
At 18th level, Standards are now
affected by your **Spiritual Pressure**,
regardless of level. \page ## Shinigami Clan Jutsu ### D-Rank #### Kido Technique: Hado #1: Sho **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 15 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You point at your target with your index finger, as a small amount of chakra is dispelled from the tip of the index finger with enough force to thrust a considerable amount of kinetic energy at a target. Select a target creature in range. They must succeed a Strength saving throw or be knocked back by an amount equal to 5 times your ninjutsu modifier. If a creature knocked back by this jutsu collides with a solid object, their movement is stopped, taking falling damage as if they had fallen an equal distance. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the range by 10 feet, and the knockback by 10 feet. #### Kido Technique: Bakudo #8: Seki **Classification:** Hijutsu **Rank:** D-Rank **Casting Time:** 1 Reaction, which you take when you are targeted by or take damage from an attack roll. **Range:** Self **Duration:** 1 Round **Components:** HS, CM **Cost:** 5 Chakra **Keywords:** Hijutsu, Ninjutsu **Description**: You generate an orb of light blue energy which repels whatever strikes it. Your AC is increased by +4 until the start of your next turn. If this increase would cause a melee attack to miss, the triggering creature is knocked back 10 feet. ``` ``` #### Kido Technique: Hado #4: Byakurai **Classification:** Hijutsu **Rank:** D-Rank **Casting Time:** 1 Action **Range:** 30 feet **Duration:** Instant
**Components:** HS, CM **Cost:** 5 Chakra **Keywords:** Hijutsu, Ninjutsu
**Description**: You gather high-density spiritual energy, which you discharge as you point at a creature, and generate a concentrated bolt of chakra. Make a ranged ninjutsu attack against a creature in range, dealing 3d6 lightning damage on a hit. All creatures in between you and the target must all make a Dexterity saving throw, taking half damage on a failed saving throw. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3 and the damage by 2d6. #### Hohou Technique: Sky Step **Classification:** Hijutsu **Rank:** D-Rank **Casting Time:** 1 Bonus Action **Range:** Self **Duration:** 1 Round **Components:** HS, CM, M **Cost:** 5 Chakra **Keywords:** Hijutsu, Ninjutsu **Description:** A highly advanced, secret form of the water walking and wall walking technique most shinobi learn, you gather the chakra beneath your feet to run on air. Until the end of your turn, you gain a flying speed equal to your walking speed. If you have not landed, the chakra slows you and brings you safely to the nearest surface. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3. If you cast this Jutsu at A-Rank its duration becomes 10 minutes. ### C-Rank #### Kido Technique: Hado #33: Sokatsui **Classification:** Hijutsu **Rank:** C-Rank **Casting Time:** 1 Action **Range:** 60 feet **Duration:** Instant
**Components:** HS, CM **Cost:** 8 Chakra **Keywords:** Hijutsu, Ninjutsu **Description:** You aim the palm of your hand at a creature in range and generate a torrent of blue chakra at them. Make a ranged ninjutsu attack against a creature in range. On a hit, you deal 6d6 Force damage and the creature must succeed a Constitution saving throw, becoming dazed on a failed save. If the target is restrained you can forgo gaining advantage to your attack roll and instead impose disadvantage on the creature's Constitution saving throw. **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 2d6. \page #### Kido Technique: Bakudo #39: Enkosen **Classification:** Hijutsu **Rank:** C-Rank **Casting Time:** 1 Reaction, which you take when you are targeted by or take damage from an attack, or are forced to make a Strength or Dexterity saving throw from a Line or Cone effect.
**Range:** Self
**Duration:** 1 Round
**Components:** HS, CM **Cost:** 8 chakra **Keywords:** Hijutsu, Genjutsu, Tactile, Auditory, Unaware **Description:** Using either both hands or their Zanpakutō in a blocking motion, the practitioner generates a dull yellow energy, which takes the form of a large spinning disk of condensed chakra, in front of themselves, blocking an opponent's attack. When you are targeted with an attack, or forced to make a saving throw from a line or cone area of effect, you can summon this disk, giving yourself 2d10 temporary hit points and advantage on Strength and Dexterity saving throws, until the start of your next turn. If you succeed on either saving throw, you take no damage or effects. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the Disk’s Hit Points by 1d10. ``` ``` #### Kido Technique: Hado #58: Tenran **Classification:** Hijutsu **Rank:** C-Rank **Casting Time:** 1 Action
**Range:** Self (30-foot Cone) **Duration:** Instant **Components:** HS, W (Zanpakutō), CM
**Cost:** 9 Chakra **Keywords:** Hijutsu, Ninjutsu **Description:** As part of casting this jutsu you must have 1 free hand for hand seals, or your Zanpakutō. Levitating your sheathed Zanpakutō in front of them, the practitioner lightly hits one of its ends, causing it to spin like a fan. Stopping it, the practitioner fires a widening tornado-like blast. All creatures in a 30-foot cone in front of you must make a Strength save, taking 4d10 Wind damage and falling prone on a failed save, or half damage and no effects on a success. **At Higher Ranks:** At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the length of the cone by 10 feet, and the damage by 1d10. ### B-Rank #### Kido Technique: Bakudo #61: Rikujokoro **Classification:** Hijutsu **Rank:** B-Rank **Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Concentration, up to 1 minute.
**Components:** HS, CM, CS **Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu **Description:** Pointing your index finger at a creature in range, you generate a spark of yellow chakra, which summons six thin, wide beams of seals that slam into their midsection and hold them in place. The target must make a Dexterity saving throw. On a failed save, they are unable to move any part of their body, including the parts not struck by the beams. They are restrained and incapacitated for the duration. At the end of their turn, they can remake the save to end both conditions. #### Kido Technique: Hado #73: Soren Sokatsui **Classification:** Hijutsu **Rank:** B-Rank **Casting Time:** 1 Action **Range:** 30 feet
**Duration:** Instant **Components:** HS, CM, CS **Cost:** 14 Chakra **Keywords:** Hijutsu, Ninjutsu
**Description:** An advanced form of Hado #33: Sokatsui. Generating blue energy with your index and middle fingers, you make a pushing motion with both palms to push the gathered energy toward a creature in a concentrated blast. Make 2 ranged ninjutsu attacks, either targeting the same or different creatures, dealing 4d8 + your Ninjutsu ability modifier Force damage on each hit. If the same creature is hit by two or more attacks from this jutsu they must also make a Constitution saving throw, gaining 2 ranks of burned on a failed save. \page   **At Higher Ranks**: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and the damage by 1d8. If cast at S-Rank, increase the number of attacks by +1. #### Hakuda Technique: Shunko **Classification:** Hijutsu **Rank:** B-Rank **Casting Time:** 1 Full Turn Action **Range:** Self
**Duration:** Concentration, up to 1 minute. **Components:** CM, M **Cost:** Special (14 Chakra)
**Keywords:** Hijutsu, Ninjutsu
**Description:** Your chakra explodes from your back, manifesting in a bestial form of your choice around you. Each creature within 15 feet of you must make a Dexterity saving throw, taking 5d8 force damage on a failed save, or half as much on a successful one. For the jutsu's duration, you gain the following benefits; You have advantage on concentration checks to maintain concentration of this jutsu. - Your movement Speed is doubled. - You gain resistance to force damage. - All Shinigami Hijutsu have their damage die increased by 1 step. As an action, you can forcefully end this jutsu in an explosion of energy. Choose either a cylinder, line or sphere. - **Cylinder:** Choose a point within 60 feet of you. Each creature in a cylinder 50 feet high, with a 20-foot radius must make a Dexterity saving throw. On a failed save, they take 6d10 force damage and are dazed. On a successful save, they take half as much damage and no other effects. - **Line:** Each creature in a line 15 feet wide and 60 feet long must make a Dexterity saving throw. On a failed save, they take 10d6 force damage and are knocked prone. On a successful save, they take half as much damage and no other effects. - **Sphere:** Each creature in a 25-foot radius around you must make a Dexterity saving throw. On a failed save, they take 8d8 force damage and are knocked to the edge of the area. On a successful save, they take half as much damage and no other effects. \page ### A-Rank #### Kido Technique: Hado #90: Kurohitsugi **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 120 feet (40-foot cube)
**Duration:** Concentration, up to 30 seconds. **Components:** HS, CM **Cost:** 20 Chakra **Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** Kurohitsugi is a high-level Kidō which seals its target in a black spiritual coffin. You generate purple and black chakra, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered in several spear-like protrusions which pierce the box, lacerating the one inside from head to toe. Select a point in range to summon the coffin. All creatures inside when it appears must make a Strength saving throw and Dexterity saving throw. On a failed Strength save, the creature becomes restrained. On a failed Dexterity save, the creature takes 8d10 Necrotic damage, or half as much on a success. At the start of each creature's turn, they remake the Strength and Dexterity saving throws, continuing to be restrained on a failed Strength save and taking 8d10 necrotic damage on a failed Dexterity saving throw, or half as much on a success. ``` ``` #### Kido Technique: Bakudo #99: Bankin **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action **Range:** 30 feet
**Duration:** Concentration, up to 1 hour. **Components:** HS, CM **Cost:** 26 Chakra **Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** You hold your palms away from yourself, with your arms extended out to the sides, before clasping your hands together, with the fingers intertwined intricately, causing your target's arms to be bound to their back with spiritual fabric and iron shafts. Select a target creature in range. They must succeed 3 saving throws in the following order; **Strength Save:** On a failed save, the creature is restrained and cannot weave hand seals. **Dexterity Save:** On a failed save, the creature takes 8d8 Piercing Damage as they are nailed to the ground. On a success, creatures take half damage. **Constitution Save:** On a failed save, creatures gain two ranks of Weakened and gain disadvantage on all attack rolls, as their body is out of sync. \page # Shikai Upgrades ### Alternate Form (1 Point) Choose one simple or martial weapon. While your Shikai is active your Zanpakutō takes the form of the chosen weapon. ### Enhanced Attack (1 Point) While your Shikai is active your weapon gains a +1 to attack rolls. You can take this Shikai Upgrade up to 3 times. You cannot gain this benefit to weapons already gaining an additional attack bonus from another class or clan feature. ### Enhanced Damage (1 Point) While your Shikai is active your weapon gains a +1 to damage rolls. You can take this Shikai Upgrade up to 3 times. ### Forceful (1 Point) While your Shikai is active your Zanpakutō ignores 2 DR, you can take this Shikai Upgrade multiple times, increasing the amount of DR ignored by 1. ### Critical (1 Point) While your Shikai is active, Critical Hits increase the weapon's damage of the Zanpakutō by 1 step (or by +5 flat damage, if the damage die is a d12). ### Double-Sided (2 Points) Choose one damage type from Bludgeoning, Piercing, or Slashing. While your Shikai is active, you can use either your Zanpakutō’s original damage type or the new selected type, and your Zanpakutō can be used for Bukijutsu requiring either damage type. ### Dual Zanpakutō (2 Points) While your Shikai is active, your Zanpakutō splits into two separate weapons, allowing you to make an additional attack with your second Zanpakutō as a bonus action. ### Healing (2 Points) While your Shikai is active, you can raise it into the air and release a burst of healing energy. As an action, you can spend 10 chakra, creatures within 15 feet of you regain 3d6 + your ninjutsu or taijutsu ability modifier Hit Points. You can take this upgrade multiple times increasing the range by 5 feet and the healing by 1d6. ### Properties (2 Points) Choose two weapon properties aside from the Loading or Ammunition property. If you choose the ranged property the range is (30/60). Your Zanpakutō gains the chosen properties while your Shikai is active. You can take this Shikai Upgrade multiple times. ``` ``` ### Unnatural Damage (2 Points) Choose one damage type from Fire, Wind, Cold, Earth, or Lightning, Poison, Acid, Necrotic or Psychic. While your Shikai is active, your Zanpakutō deals the chosen damage type. ### Chakra Wave (3 Points) While your Shikai is active, you gain the ability to launch a wave of chakra from your sword. As an action, you can spend 10 chakra to swing your sword launching a wave in either a 10-foot wide 60-foot-long line, or a 30-foot cone. Creatures in the area must make a Dexterity saving throw against either your Ninjutsu or Taijutsu Save DC, taking three times your weapon damage on a failed save. You can take this Shikai Upgrade a second time doubling the range of the affect. ### Damaging (3 Points) Your Zanpakutō deals an additional die of damage while your Shikai is active. ### Imbued Damage (3 Points) Select one jutsu you know that doesn’t have a range of self or special cost. While your Shikai is active, once per combat, when you hit a creature with a weapon attack with your Zanpakutō you can trigger the imbued jutsu, applying its damage/effects to the target creature at no additional cost. You can take this upgrade multiple times selecting a new jutsu each time. ### Nullifying (3 Points) While your Shikai is active, Once per turn, when you hit a creature with a weapon attack with your Zanpakutō, you can spend 5 chakra, forcing the target to make a Constitution saving throw against your Ninjutsu or Taijutsu Save DC, being unable to mold chakra until the end of their next turn on a failure. \page ## Shinigami Clan Feats ### Inner Awakening **Category:** Clan **Prerequisite:** Shinigami Clan, Level 4+ You have dedicated yourself to the study of the Shinigami Arts. You gain the following benefits; - Increase your Dexterity or Intelligence score by +1, to a maximum of 20. - You pick another option from your Mastered Body and Mind feature. - Select one Mastered Body and Mind feature you have you that grants you a bonus to Movement Speed, Damage, Save DC, AC, or Temporary Hit Points, You double the benefit of the selected feature. ### Constant Release Shikai **Category:** Clan **Prerequisite:** Shinigami Clan, Level 8+ Your Zanpakutō can never be sealed once gaining its true form, granting it stunted growth, but more base power. You gain the following benefits: - Increase your Strength or Dexterity score by +1, to a maximum of 20. - Your Zanpakutō is always in its Shikai form. - Your Zanpakutō becomes Superior quality. - You cannot take the Shikai Growth feat. ``` ``` ### Shikai Growth **Category:** Clan **Prerequisite:** Shinigami Clan, Level 8+ Your Zanpakutō can never be sealed once gaining its true form, granting it stunted growth, but more base power. You gain the following benefits: - Increase your Intelligence or Dexterity score by +1, to a maximum of 20. - You gain 5 more Shikai Points to distribute. - You gain an additional 2 Shikai Points at 11th, and 18th level. - If you take this feat past 11th or 18th level you instead gain an additional 1 Shikai Point for each level passed. - You cannot take the Constant Release Shikai feat. ### Bankai **Category:** Clan **Prerequisite:** Shinigami Clan, Level 16+ You awaken the 3rd and final form of your Zanpakutō, known as the Bankai. This power only emerges to the strongest of the Shinigami, so much so that its existence is considered a fable even amongst the clan's eldest ranks and now, this mythical power is yours to wield. You gain the following benefits; - Once per Full Rest, while your Zanpakutō is in its Shikai, you can spend 5 chakra to transform it into its Bankai. Alternatively, if your Zanpakutō is not transformed, you can spend 10 chakra as an action to activate its Bankai form. Your Bankai remains active until the end of combat. - While your Bankai is active your Dexterity and Intelligence scores become 24. - While your Bankai is active you gain all the benefits of your Shikai. - You gain 5 additional Shikai points to spend on Shikai upgrades that you gain access to while your Bankai is active. Once chosen these cannot be changed. - You gain 1 Bankai Upgrade which you gain access to while your Bankai is active. Once chosen this cannot be changed. \page # Bankai Upgrades ### Cleaving Your Zanpakutō gains 2 additional damage dice, and when you take the attack action you can hit all adjacent creatures. ### Empowering Choose one jutsu with a range of Self and a duration of 1 minute or longer. While your Bankai is active you gain the benefits of that jutsu without needing to pay chakra cost or maintain concentration. ### Exploiting (Changed) When you score a critical hit with your Zanpakutō the creature is treated as vulnerable to the damage if they are not already immune. This effect can trigger once per turn. ### Penetrating If you miss with an attack with your Zanpakutō, the target still takes half the damage of your attack. ``` ``` ### Unblockable Your Zanpakutō ignores resistance and immunity to all damage types. ### Unceasing When you take the attack action with your Zanpakutō, you make an additional attack. \page
##### Latent Shinigami | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Zanpakuto** | 2 | Beginning at 1st level, you gain a weapon that is the manifestation of your chakra, called a Zanpakuto, which takes the form of a Greater Katana. If your Zanpakuto is destroyed, you regain it fully restored on a rest. | | **Latent Zanpakuto II** | 3 | *(You must have **Latent Zanpakuto I**)* Weapon attacks you make with your Zanpakuto can use Intelligence in place of Strength or Dexterity for attack and damage rolls. | | **Latent Body and Mind I** | 2 | *(You must have **Latent Zanpakuto I**)* Starting at 3rd level, level, you've adopted your own unique set of techniques to use alongside your Zanpakuto and Shinigami Hijutsu. Select one of the Mastered Body and Mind techniques | | **Latent Body and Mind II** | 3 | *(You must have **Latent Body and Mind I**)* Starting at 7th level, you gain an additional Mastered Body and Mind technique. You gain another Mastered Body and Mind technique at 15th level. | | **Latent Shikai I** | 3 | *(You must have **Latent Zanpakutō I**)* Starting at 7th level, you gain the Shikai feature at base level, instead gaining 3 Shikai Points. | | **Latent Shikai II**| 4 | *(You must have **Latent Shikai I**)* Starting at 11th level, you gain 3 Shikai Points, you gain an additional 3 Shikai Points at 18th level. | | **Latent Death's Chosen I**| 3 | Starting at 11th level, you gain the 11th level benefit of the Death’s Chosen feature. | | **Latent Death's Chosen II**| 5 | *(You must have **Latent Death’s Chosen I**)* Beginning at 18th Level, you gain the full benefits of the Death’s Chosen feature. | | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Shinigami Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Shinigami Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Shinigami Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Shinigami Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Shinigami Clan as a prerequisite.
\page ## [Silverhand Clan](https://drive.google.com/file/d/14BH37J1o3LvAaxx0I955x6At9ZAlb5av/view) ***Creator:*** *DZ/Blasteroid*
*"Silverhand. He's the type of loose cannon to go ahead and burn half a city just to prove he's right... and then torch the other half just for fun..."* ### Rockerboy Legends The Silverhand are rebellious musical geniuses that spread anarachy and passion all throughout the five great nations. Rather than a clan connected by blood, the Silverhand are instead a collection of individuals who share a common philosophy: Stick it to the man. #### Silverhand Traits **Ability Score Improvement:** +2 Cha, +1 Str or +1 Dex
**Speed:** Your speed is 30ft.
**Skill Proficiencies:** Performance, Intimidation
**Tool Proficiencies:** All instruments
**Auditory Literacy:** Your ability scores are treated as being +2 Higher for the purpose of learning Auditory Jutsu. #### Silverhand Features  **Lyrical Screamsheet:** You have access to a seperate list of Jutsu unique to your clan. Some Silverhand Hijutsu possess a keyword of a specific branch. You must be of this branch to learn these jutsu. **Instrument of Choice:** There are two distinct styles of Instruements that the Silverhand clan employs, *Violence* and *Melody*. At 1st level, select one of the following branches; You cannot change this choice later. Also, gain one **Instrument** from the **Silverhand Shop Table**, on the house of course! - **Melody:** Those from this branch of the clan focus more on the music. The message. They support their allies and keep the music rocking all night long. - **The Finest Booze:** At 1st level, you always keep a bottle of the finest booze with you. It fuels your melancholy tunes. You gain access to the *Medical* keyword, as detailed in the ***Medical Release: Support*** Chakra Feat. You also gain proficiency in Persuasion. - **Violence:** If you’re looking to cause havoc, mayhem, and riots across the city in the name of justice, the Violence branch are the ones you want playing the music as you do. - **Trusty Smokes:** At 1st level, level, you always have a smoke handy. You gain the Fire Release affinity. You also gain proficiency in Deception. **Stage Presence:** Also at 1st level, you may use your Charisma modifier as your casting modifier for Jutsu with the Auditory keyword. Jutsu of this type gain two new components: "NT (Instrument), “V (Vocal)". You must be able to utilize these components to use Charisma as your casting modifier for these jutsu this way. At 3rd level, you gain access to new Performance-based **Skill-Based Action**, ***Track Switch.*** ___ - ***Track Switch.*** While benefitting from a "Live Stage" Silverhand Hijutsu, make a Performance check vs. a DC 10 as an Action or Bonus Action. On a pass, switch the jutsu's *Style*. Regain 1 **Vice Point** for every +10 gained over the DC, once per casting. On a fail the jutsu ends. **Vices of the Life:** At 3rd level, you recognize that all musicians need a vice to keep them going. You gain a number of **Vice Points** equal to your proficiency bonus per long rest, regaining half your spent Vice Points on a short rest. You may spend your Vice Points to do the following; Some options require you to be a specific branch. Some Silverhand Hijutsu may allow you to spend **Vice Points** to gain an additional effect. - **Always Ready to Party:** When you would roll for initative, you may spend any number of **Vice Points** to increase your initative result by +1 per point spent. If this allows you to go first in initative, you gain an additional Action which can only be used to cast a "Live Stage" Silverhand Hijutsu.
 At 11th level, you instead gain a +2 bonus to initative per **Vice Point** spent. - **Music of the Soul:** When you cast a jutsu with the Auditory keyword, you may spend one **Vice Point** to double the range of the jutsu, and if it is a Silverhand Hijutsu, gaining a +1 to hit or Save DC against such targets in addition. - **Rock On, All Night Long (Melody Only):** When you cast a Silverhand Hijutsu that provides hit points, temporary hit points, damage reduction, or a boost or boon, you may spend one **Vice Point** to grant all allies benefitting from the jutsu 2d8 hit points and 2d8 temporary hit points (which stack with other sources of temporary hit points).
 At 11th level, you may spend an additional **Vice Point** to grant all allies resistance to the next instance of damage they take within the next minute. - **Burning Down the House (Violence only):** When you a Silverhand Hijutsu that deals damage, you may spend one **Vice Point** to give the jutsu the Fire Release keyword, and deal double damage to structures, constructs, and objects. Against all targets, increase the damage dealt by twice your Charisma modifier in fire damage.
 At 11th level, you may spend an additional
Vice Point to ignore the DR and resistance these structures, constructs, and objects may have. **Rockerboy Swag:** At 7th level, you have
impeccable fashion choice. Always knowing the
best type of clothing to show that you mean
business. You gain expertise in Performance,
and gain the ***Rockerboy Swag*** outfit. This
outfit may be worn over/under your armor. While wearing the ***Rockerboy
Swag***, you gain expertise in the skill
proficiency granted by your chosen
branch. You also gain a +1d4 bonus
to Intimidation checks. At 18th level, this becomes a +1d6. **52 Track Set:** At 15th level, you
always have an album to resort to when times get
tough. Once per full rest, you may spend 5 **Vice
Points** to cast one Silverhand Hijutsu as a full
turn action, at no cost. The jutsu must have
"Live Stage" in the name. When you do this,
all creatures reroll initative, with your
allies rolling at advantage, and your
haters (enemies) at disadvantage. \page
##### Silverhand Shop Table | Silverhand Brand Instruements | Damage Die | Properties | Unique Effect | Ryo Cost | Bulk |:-----------------------------:|:----------:|:----------:|:-------------:|:----------:|:---:| | **Silver Tambourine and Bronze Triangle** | 1d4+Cha (Bludgeoning) | Light, Evocation (Genjutsu only) | **Reverberate.** Jutsu cast using the Evocation property gain the Auditory keyword for free. | 200 Ryo | 1 | **Silver Microphone** | 1d6+Cha (Bludgeoning) | Light, Reach 3, Returning, Thrown, Grapple | **Echo.** When you cast a jutsu with the V (Vocal) component that has an area of effect, the jutsu's area of effect is increased by +10ft in all directions, and deals an additional +2 die of damage to targets within 10 feet of you, once per casting. | 400 Ryo | 2 | **Silver Bass Guitar** | 2d4+Cha (Slashing) | Reach 1, Disarm, Blocking | **Solo Master.** Reduce the cost of all jutsu you use this weapon a component in by -1 (or -2, if it is a Silverhand Hijutsu). | 1500 Ryo | 3 | **Silver Electric Guitar** | 1d10+Cha (Slashing) | Reach 1, Trip, Lethal | **Guitar Hero.** When you concentrate on an Auditory Jutsu with this weapon as a component in combat for at least 2 rounds, and you spend at least 3 **Vice Points** this combat, your guitar radiates with electricity. The next jutsu you cast with this guitar as a component that deals damage, deals lightning damage instead and ignores DR and THP the target may have. | 3000 Ryo | 4 | **Silver Drums and Gold Drumsticks** | 1d8+Cha (Piercing) | Tactical, Light, Unarmed, Multiattack | **Foundational.** When you cast a jutsu with the NT (Instrument) component that targets multiple creatures at its rank, increase the number of targets by +1. You may spend 1 **Vice Point** to target an additional creature. | 400 Ryo | 5
## Silverhand Clan Jutsu ### D-Rank #### Live Stage: First Chord **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take as part of rolling for initative, or 1 bonus action
**Range:** Self (30ft)
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM, NT (Instrument)
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Auditory, Sensory
**Description:** You begin a melodious tune, getting
your allies prepared for combat as the music
begins to thump in the background. When you cast
this Jutsu, choose between ***Ballad*** or ***Punk***, your
choice remains the same through all Jutsu with the
“Live Stage:” name. - ***Ballad:*** For the Duration of this Jutsu, whenever
an allied creature within 30ft of you that can
hear you would make an Attack Roll, Saving
Throw or Skill Check, they add +2 to that roll. - ***Punk:*** For the duration of this Jutsu, on your
turn as an action you can unleash a blast of sound.
Each creature within a 30ft cone that can hear you
must make a Constitution saving throw, taking
2d8 Force damage, and being Concussed and
Deafened until the end of their next turn on
a failed save. Creatures deafened this
way are still able to hear jutsu you
cast with the Auditory keyword
as your chords directly
strike their soul. ``` ``` > ##### New Components > ___ > - **NT (Instrument).** Jutsu with this component require a muscial instrument in order to be cast. > - **V (Vocal).** Jutsu with this component require the user to be able to speak in order to be cast. A Silverhand may, as part of casting a jutsu with the V component spend 1 **Vice Point** to ignore the HS component. If the jutsu also has the NT (Instrument) component, they may also ignore the M component. ####   Live Stage: Audio Check    **Classification:** Hijutsu
   **Rank:** D-Rank
    **Casting Time:** 1 Action, or 1 Bonus Action after      casting **Live Stage: First Chord**
     **Range:** Self (30ft)
     **Duration:** 1 Round
      **Components:** HS, CM, NT (Instrument)
     **Cost:** 5 Chakra
     **Keywords:** Hijutsu, Ninjutsu, Auditory, Sensory
           **Description:** You prepare a tense
             tune, one that will briefly humble
           your enemies and embolden your allies
        for a time. When you cast this jutsu, choose
      between ***Ballad*** or ***Punk***. Your choice remains
     the same for all Jutsu with the "Live Stage:" name.
     ***Ballad.*** All allies gain within a 30-foot radius of
     you gain a +15 foot bonus to movement speed and a
      number of temporary hit points equal to your
      Charisma score. While they have these temporary
     hit points, they ignore difficult terrain and gain
     resistance to damage from attacks of opportunity.
    ***Punk.*** You unleash a blast of disorienting sound.
     All creatures within a 30-foot cone of you must
     make Strength saving throw, being knocked prone,
     slowed, and unable to take attacks of opportunity
     until the end of each of their turns. \page #### Headbanger **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM, NT (Instrument)
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Genjutsu, Auditory, Sensory, Melody
**Description:** You play a melodious tune, restoring life and energy to a creature that can both hear and see you. Choose one willing creature within range, that creature gains 2d6 + your Genjutsu ability modifier as Temporary hit points. For as long as they have these temporary hit points, they gain a +4 bonus to the next three damage rolls they make. ***Melodic Vice.*** As part of casting this jutsu, you may spend up to 3 **Vice Points**. For each Vice Point spent, increase the temporary hit points by 1 step (up a d12), and the damage bonus by +1. **At Higher Ranks:** For each rank above D-Rank, this Jutsu costs 3 more chakra, increases it’s temporary hit points by 1d8, and may target one additional creature. #### Rockerboy's Battle Cry **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (10-foot radius)
**Duration:** Instant
**Components:** HS, CM, V
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Genjutsu, Auditory, Sensory, Violence
**Description:** You unleash a scream of hatred and violence against all those who have wronged you. Each creature of your choosing within 10ft of you must make a Wisdom saving throw, on a failed save they become Dazed, Deafened and gain 1 rank of Fear. ***Violent Vice.*** As part of casting this jutsu, you may spend up to 1 **Vice Point**. If you do, creatures within 5 feet of you roll at disadvantage. **At Higher Ranks:** For each rank above D-Rank, this Jutsu costs 3 more chakra, and increases its range by 10ft. #### Off the Record **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM, NT (Instrument)
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Taijutsu, Auditory, Sensory
**Description:** Though you spend a lot time around a bunch of people, you hate it when your personal space is violated and these haters are pushing you to your limit. Make three melee Taijutsu attacks with your Instrument. On each hit, you deal your [Weapon's Damage Die]. If you hit with at least two of these attacks, the target must make a Strength saving throw or be knocked prone. This jutsu's effects changed based on your chosen branch. - **Melody:** The target makes their saving throw at disadvantage, and on a failed save, they are also knocked back 30 feet as you play a smooth tune that produces a strong shockwave. - **Violence:** Your melee attacks gain a +1 bonus to critical threat range, and add half your ability modifier to your damage rolls, as opposed to none. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If cast to B-Rank or higher, increase the damage die by +1. If cast to S-Rank, increase the damage die by +1. ### C-Rank #### Live Stage: A Thing of Beauty **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30ft)
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM, NT (Instrument)
**Cost:** 6 Chakra
**Keywords:** Hijutsu, Ninjutsu, Auditory, Sensory, Medical, Melody
**Description:** As a requirement to activate this Jutsu, you must have the ***Live Stage: First Chord*** Jutsu active. You end your concentration on that Jutsu and this one takes its place, maintaining the same duration limitation and Jutsu casting restrictions. You keep all the effects of that Jutsu, stacking them with this Jutsu’s effects. You continue your riff, opening into a deeper, more thoughtful tune as your song continues. You gain one of the following abilities, chosen by your choice between **Ballad** or **Punk**. - ***Ballad***: For the duration of this Jutsu, whenever an allied creature that can hear you would start their turn that isn’t Dying or Incapacitated within 30ft of you, that creature heals 1d4 hit points. - ***Punk***: Whenever you would unleash your blast of sound, you may choose any number of creatures within the area of effect to be unaffected by it. \page #### Live Stage: Chippin' In **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30ft)
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM, NT (Instrument)
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu, Auditory, Sensory, Clash, Violence
**Description:** As a requirement to activate this Jutsu, you must have the ***Live Stage: First Chord*** Jutsu active. You end your concentration on that Jutsu and this one takes its place, maintaining the same duration limitation and Jutsu casting restrictions. You keep all the effects of that Jutsu, stacking them with this Jutsu’s effects. You fill your song with anger and hatred, raging against the machine that shackles you, you gain one of the following abilities, chosen by your choice between ***Ballad*** or ***Punk***. - ***Ballad:*** Each ally currently gaining a bonus to attack and damage rolls also gains a +1 bonus to their Critical Threat range with attacks made against constructs, or creatures with temporary hit points or damage reduction. They ignore any damage resistances or reduction that objects, structures and constructs would have. - ***Punk:*** Your blast of sound increases to a 60ft cone, and it’s damage becomes 5d12. Additionally, the saving throw is made at disadvantage, and whenever a creature fails it, they are knocked pone. Damage dealt by this ignores damage resistance or reduction that structures, objects or constructs would have. #### Never Fade Away **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, when you would be targeted by an attack roll or saving throw
**Range:** Self
**Duration:** Instant
**Components:** HS, CM, NT (Instrument)
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Genjutsu, Auditory
**Description:** You produce a melancholy chord, and create a shield of sound and power that surrounds you. You gain an effect depending on your chosen *Branch*, if you would quality for both, you instead choose one: - ***Melody:*** Your aura of music is filled with restorative and protective Chakra. You gain damage resistance against the triggering damage type equal to 2d12 + your Ninjutsu or Genjutsu ability modifier until the start of your next turn. If the effect does not deal damage, you instead gain 1d12 + your Ninjutsu or Genjutsu ability modifier temporary hit points. - ***Violence:*** Your Aura of Music is filled with the will to never give in. You gain a +4 to your AC until the start of your next turn, or advantage on saving throws of the same type until the start of your next turn. ``` ``` #### Crown of Rock **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM, NT (Instrument), V
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Genjutsu, Auditory
**Description:** You string together sound and chakra into a red, metallic crown that floats above your head, producing music that everyone can hear. This music can sound as you wish, but if you begin playing music, it will change to whatever you are playing, adding a backing track to your performance. For the duration of this Jutsu, you can cause loud booms of sound to echo out from it. At the beginning of your turn, you can cause it to create this sound. Each creature within 20ft of you must make a Strength and Constitution saving throw. On a failed Strength save, they are knocked prone, and thrown back 20ft, if they hit an object, they take 2d8 force damage for each 5ft they travel. On a failed Constitution save they take 2d12 Psychic damage, and are Dazed **At Higher Ranks:** For each rank above C-Rank, this Justu costs 3 more chakra, and increases it’s area of effect by 10ft, and it’s damage on a failed Constitution save by 2 die. ### B-Rank #### Legendary Set **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (45-foot radius)
**Duration:** Concentration, up to 10 Minutes
**Components:** HS, CM, NT (Instrument), V
**Cost:** Special *(77 Chakra)*
**Keywords:** Hijutsu, Genjutsu, Auditory, Sensory, Combination
**Description:** *(Any creature may assist you in the casting of this jutsu, regardless of clan, if they have an Instrument.)* An advanced, and more energetic version of ***Song of War***, you unleash a legendary riff to empower your allies. Each creature of your choice within 45 feet of you begins to feel the pounding music, giving them the energy and power to fight. At the beginning of their turns, they may select one of the following bonuses, gaining it until the start of their next turn. - +5 bonus to checks to maintain concentration, or to clash with opposing Jutsu. - +4 bonus to a saving throw of their choice. - +3 bonus to weapon attack and damage rolls within a specific weapon type - +3 bonus to Ninjutsu, Genjutsu or Taijutsu attack rolls. - +2 to Ninjutsu, Genjutsu or Taijutsu save DC - +1 to Critical Threat range for all attack types. **Combination:** *If this Jutsu is cast as a Combination with two or more casters, increase its range by 20ft. Any creature who assists in casting this Jutsu as a combination Jutsu increases the range of this Jutsu by one step based on the highest Charisma Modifier within the group of casters. (+0-1: No change, +2: Increase the range by 40ft, +3-4: Increase the range by 60ft, +5: Increase the range by 100ft)* \page #### Live Stage: Legendary Performance **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot radius)
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM, NT (Instrument), V
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Ninjutsu, Auditory
**Description:** As a requirement to activate this Jutsu, you must have the ***Live Stage: First Chord*** and either ***Live Stage: A Thing of Beauty*** or ***Live Stage: Chippin’ In*** Jutsu active. You end your concentration on that Jutsu and this one takes its place, maintaining the same duration limitation and Jutsu casting restrictions. You keep all the effects of that Jutsu, stacking them with this Jutsu’s effects. You turn up the volume, crank up the intensity, and let out everything you have inside of you, enhancing your performance even further. You gain one of the following abilities, chosen by your choice between ***Ballad*** or ***Punk***. - ***Ballad:*** On your turn, as a bonus action you may gift an ally within range that can hear you a ***Boon of Metal*** , this Boon of Metal can be expended by them at any time to grant themselves advantage on any D20 roll.
 For each additional ***Boon of Metal*** expended on a single roll, they add another d20, and may choose which one they keep. Creatures can have any number of Boons, and lose all of them at the end of a minute, or whenever this Jutsu ends. If a creature has a ***Boon of Metal*** from the ***Ballad*** mode of this Jutsu , and you switch to ***Punk***, all boons they have swap their type to the type granted by the Punk mode of this Jutsu. - ***Punk:*** On your turn, as a bonus action, you may gift an ally within range a ***Boon of Metal***, this Boon of metal can be expended on their turn at any time to grant a Jutsu they cast an additional 2 die of damage. Creatures can have any number of Boons, and lose all of them at the end of a minute, or whenever this Jutsu ends. If a creature has a ***Boon of Metal*** from the ***Punk*** mode of this Jutsu , and you switch to ***Ballad***, all boons they have swap their type to the type granted by the Punk mode of this Jutsu. **At Higher Ranks:** For each rank above B-Rank, this Jutsu costs 3 more chakra. At S-Rank, you instead grant your allies 1d4 ***Boons of Metal***. ``` ``` ### A-Rank #### Metal Soul of Rage and Fear **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Full Turn Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, CS, NT (Instrument), V
**Cost:** Special *(20 Chakra)*
**Keywords:** Hijutsu, Ninjutsu, Genjutsu, Auditory, Fuinjutsu
**Description:** You unleash the rage, pain and sorrow that lies deep within your metal heart. Creating a creature that is formed from the pure, metallic style. This creature can take whatever form you wish – most Silverhand members of the **Violence** branch create this image as a giant Samurai, most from the **Melody** create a giant dragon. You summon forth a ***Metal Soul***, the Metal Soul has the following in game statistics, and uses your Ninjutsu or Genjutsu ability modifier for its attack roll and Save DC; You may command the Metal Soul on your turn as a Bonus action or Reaction to take its Action and move. The Metal Soul may take a bonus action as part of taking its Action once per round. Your Metal Soul may take a Reaction without any input from you. If you cast this jutsu while concentrating on at least 2 Silverhand Hijutsu with the Auditory keyword, this jutsu does not count against your concentration limit, and its chakra cost is halved. \page ___ ___ > ## Metal Soul >*Large Construct, unaligned* > ___ > - **Armor Class** 14 + your Ninjutsu or Genjutsu Ability Modifier > - **Hit Points** 150 (10d12+80) > - **Speed** 40ft (Walk/Flying). >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|14 (+2)|26 (+8)|2 (-4)|16 (+3)|11 (+0)| >___ > - **Damage Resistances** Bludgeoning, Piercing, Slashing > - **Damage Immunities** Non-Chakra Enhanced Damage, Psychic, Poison > - **Condition Immunities** Charmed, Fear, Exhaustion, all ***Sensory*** > - **Senses** Darkvision 60ft., passive perception 13 > ___ > ***Immutable Form.*** The Metal Soul is immune to any Jutsu or effect that would change its form. > > ***Metal Soul (7 Charges).*** The Metal Soul can cast any jutsu you know with the Auditory keyword that does not have a range of self. To cast a jutsu, it spends a number of charges based on the rank of the jutsu cast *(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)* > > ***Legendary Rockerboy.*** When you cast a jutsu with the Auditory keyword while the Metal Soul is present, upcast the jutsu by 1 rank for free, ignoring rank limitations. Also, if it is a Silverhand Hijutsu, double its area of effect. > > ***Metal Attacks.*** The Metal Soul’s attacks are chakra enhanced. > > ### Attacks > ***Multiattack.*** The Metal Soul may attack three times, twice with its Phantasmal Claws, and once with its Phantasmal Tail. > > ***Phantasmal Claws.*** Melee Weapon Attack: reach 10 ft., one target. Hit: 2d10 + 9 Force Damage. > > ***Phantasmal Tail.*** The creature swipes its tail in a 20ft radius around itself. Each creature of your choice must make a Dexterity saving throw. On a failed save they are knocked prone and take 3d12 force damage. Or half as much damage and no effects on a success. \page ## Silverhand Clan Feats ### Rockerboy Legend **Category:** Clan
**Prerequisite:** Silverhand Clan
Though you are still an up and in the music industry, you have a lot of connections that are willing to make an investment on you. You gain the following benefits; - Increase your Charisma or Wisdom score by 1, up to the maximum of 20. - When a creature would roll a check to remember you, or recall information about you, they treat any result of 9 or lower on the d20 as a 10. At 10th level, creatures instead treat any result below 20 on the d20, as a 20. - By spending 1 minute studying a piece of music, you are able to fully comprehend, and play it. Additionally, you are able to understand the writer’s mindset when they wrote it, and small personal details about their life. At 10th level, you are a real natural. You can do this in just 30 seconds. - You cannot gain disadvantage on Performance checks related to playing music. - You may spend Downtime to run a ***Concert***, shown below; ### Performance of a Lifetime **Category:** Clan
**Prerequisite:** Silverhand Clan, Level 4+
All the parties and fame may have messed up your body and mind, but despite everything, you still know how to put on a bloody good show. You gain the following benefits; - Increase your Charisma score by 1, up to the maximum of 20. - You may use Performance in place of Chakra Control for Concentration checks when concentrating on jutsu with the Auditory keyword. - When you cast a jutsu with your chosen branch's keyword, you may add the **NT (Instruement)** and **V (Vocal)** components. If you do, the jutsu is treated as gaining the Auditory keyword. - While concentrating on a jutsu with the Auditory keyword, at the start of each of your turns, you may spend one Hit Die or Chakra Die. One ally of your choice that can hear your performance within 30 feet regains either - A number of chakra points equal to the result of your hit die + your Charisma modifier. - A number of hit points equal to the result of your chakra die + twice your Charisma modifier. ### Finger to the Man **Category:** Clan
**Prerequisite:** Silverhand Clan, Level 12+
So I'm nothing but a one trick pony? Tsk, you don't know jack about me kid. You gain the following benefits; - You gain access to the other branch you did not pick with **Instruement of Choice**. - You gain another **Instrument** from the **Silverhand Shop Table** on the house. If you already have all Instruements by the time you gain this feat, gain 5500 Ryo. > ##### Running a Concert > A Concert is a Downtime activity available exclusively to the Silverhand (though anyone can attend these concerts). They provide a great opportunity to make money, as well as make new connections that could help further the story. They could have a good time (or a bad time), your call.
 To run a concert, use the following rules (Credit to [mattcolville](https://www.reddit.com/r/mattcolville/comments/77r0tq/rock_on_orlane_concert_rules_for_5e/) on Reddit for making rules for 5e): > > 1. **Prepare a Concert.** The first step you must take is to prepare the concert. Where will the location be? What will be the venue? How many seats? What songs will we play? These are many questions you must answer, and these questions will take *time*.
 You may spend X amount of Downtime to prepare a concert of a certain **rank**. You do not need to spend downtime all at once. The higher the rank of the concert, the more prestigious the guests may be. For instance, an S-Rank concert may attract the attention of the local Kage of the village, or even a Fuedal Lord. *(E-Rank: 2, D-Rank: 5, B-Rank: 9, A-Rank: 14, S-Rank: 20)*.
 The rank you select will also determine your starting **Reputation**, which is how well liked you are amongst the attendents before the show *(E-Rank: 5 Reputation, D/C-Rank: 4, B/A-Rank: 3, S-Rank: 2)* > 2. **Choose your Songs.** You can't have a concert without music right? Each concert will have a 7-song set. Each song can be one of the following types: Each type provides an increase to the Performance check you must roll to play each song, and an increase to **Reputation** you gain (explained later): > - **Classic Song.** DC: +3 / Rep: +1 > - **New Song.** DC +7 / Rep: +2 > - **Experimental.** DC +11 / Rep +4 > - **Personal Song.** DC +15 / Rep +7 > 2. **Running the Concert.** Decide the order that you wish to play the 7-song set in. For each song, the Silverhand will make a Performance check vs. a DC 5 + the DT cost to run the concert for its rank + the bonus to DC from the song type. The Silverhand cannot cast any jutsu or use any non-Silverhand abilities to boost their result, however, one ally may use one jutsu or ability to boost their result, that does not affect the crowd in anyway (this will immediately end the Concert). On a success you gain 1 **Reputation Point** + the Reputation bonus from the song type. If you succeed by 10 or more, gain an additional 2 **Reputation**. If you fail, you lose -1 **Reputation**. If you fail by 5 or more, lose -2. If you fail by 10 or more , you lose -3 and gain one **Strike**. >4. **Determine the Results.** If your **Reputation** reaches 0 or you gain 3 **Strikes**, the concert ends early as you are boo'd offstage. If you succeed, horray! Time for profits. Roll Xd50, where X is equal to 1 + the rank of the concert *(E-Rank: 0, D-Rank: 1, C-Rank: 2,etc...)*. This is the number of attendees. **The calculation to determine the Ryo gained is as follows:** # of Attendees x Final Reputation x 3. Distribute as you wish. \page
##### Latent Silverhand | Bloodline
Ability Name | Bloodline
Point Cost | Ability Description | |:-------|:-:|:-------------| | **Latent Instrument of Choice** | 0 | Starting from level 1, you select one of the branches from this feature, and gain one **Instrument** from the **Silverhand Shop Table** for free. Prices in the **Silverhand Shop Table** are increased by 1.5 their base price.| | **Latent Stage Presence I** | 3 | At 1st level, pick between "NT (Instrument)" and "V (Vocal)" You're now able to cast Jutsu with the Auditory keyword using Charisma as long as you can use this chosen component.| | **Latent Stage Presence II** | 4 | (You must have **Latent Stage Presence I**) Beginning at 3rd level, you gain access to the new Performance-based **Skill-Based Action, *Track Switch.***| | **Latent Vices of the Life** | 4 | At 3rd level, you gain a number of **Vice Points** equal to half your proficiency bonus, rounded up, per long rest.| | **Latent Rockerboy Swag I** | 3 | Beginning at 7th level, you gain expertise in Performance and gain the ***Rockerboy Swag*** outfit. This outfit can be worn over/under armor. Whlie wearing this outfit you gain expertise in the proficiency granted by your chosen branch.| | **Latent Rockerboy Swag II** | 4 | (You must have **Latent Rockerboy Swag I**) Beginning at 18th level, you add a +1d4 bonus to checks made with the skill you gain expertise in while wearing the ***Rockerboy Swag*** outfit.| | **Latent 52 Track Set** | 5 |Beginning at 15th level, you may spend 5 **Vice Points** to cast one Silverhand Hijutsu as a full turn action, at no cost. The jutsu must have "Live Stage" in the name. When done, every creature in combat must reroll initiative, with your allies gaining advantage on this roll.| | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Silverhand Hijutsu. | | **C-Rank Hijutsu** | 2 | (You must have **D-Rank Hijutsu**) You gain the ability to learn C-Rank Silverhand Hijutsu. | | **B-Rank Hijutsu** | 3 | (You must have **C-Rank Hijutsu**) You gain the ability to learn B-Rank Silverhand Hijutsu. | | **A-Rank Hijutsu** | 3 | (You must have **B-Rank Hijutsu**) You gain the ability to learn A-Rank Silverhand Hijutsu. | | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Silverhand Clan as a prerequisite. |
\page ## [Sōzō Clan](https://homebrewery.naturalcrit.com/share/RxR5R3vhub1t) ***Creator:*** *Yaco*
*We blasted open the collapsed cave exit and ran as fast as we could, with me carrying Ryuu in my arms. He was bleeding profusely after losing his entire arm to that cultist.* *He was fading fast. As the sole medic on our team, we were ill-prepared for what lay ahead. I applied pressure, feeling his blood soak through my clothes. Suddenly, a young boy's voice echoed from the woods, "You're doing it wrong! Dad knows how to do it!"* *Next thing we knew, we were sitting in a farmhouse, devouring carrot cake, thankful to the farmer who saved my friend's life, in a country far from home.*
*—Doro Aburame *
*Konoha 6, Ch. 3.*
### A Living Source The Sōzō clan hails from the Land of Carrots, with ancestral roots stretching back centuries. Known for their unique orange hair, green eyes, and revitalizing chakra, Sōzō clansmen possess a special dojutsu called the Naibugan. This visual prowess synergizes with their extraordinary abilities in manipulating medical release chakra. #### Sōzō Traits ___ - **Ability Score Increase:** +2 Wis, +1 Int - **Speed:** Your base walking speed is 30 feet - **Skill Proficiencies:** Medicine, Perception - **Medical Affinity:** You gain the ability to learn jutsu with the Medical keyword. #### Sōzō Features  **Sōzō Clan Jutsu:** The Sōzō Clan has access to a separate list of jutsu. You can add these jutsu to your jutsu list instead of selecting jutsu from the normal jutsu list. **A Living Source:** Beginning at 1st level, your chakra flows abundantly, allowing you to share its vitality with your allies. When you and up to five creatures within 30 feet of you roll hit dice or chakra dice to regain hit points or chakra during a rest, you and those creatures increase the size of their dice by one step. Additionally, creatures afflicted by conditions immediately end one of them, removing all ranks of it at the end of the rest. Starting at 7th level, you gain temporary hit points and chakra whenever you finish a short or long rest.
These temporary hit points equal your
level. Additionally, choose up to five
creatures you can see at the
end of the rest. Those
creatures each gain
temporary hit points
and chakra points
equal to half your
level. ``` ```








 **Naibugan:** You begin to nurture your abilities with the Sōzō clan's dojutsu, the Naibugan, an eye of immaculate vitality and cellular analysis. At 1st level, you gain access to ***Sōichi***. You gain access to more Naibugan advancements as you reach higher levels. You can activate the Naibugan as a bonus action and it remains active for up to 10 minutes. For the duration, you can deactivate and reactivate the Naibugan at no additional cost. You can use the Naibugan twice before needing to take a long rest to regain its uses. Once its uses are expended, you can activate the Naibugan again by spending 10 chakra. - **Sōichi:** At 1st level, while active, the Naibugan grants you 30 feet of Chakra Sight and you gain the following benefits: - ***Interior Vision I:*** You gain the ability to precisely identify damage on any creature within 120 feet that you can see. This allows you to determine how many hit points a creature has lost from its maximum and the type of damage that caused it. You are also aware of any conditions affecting these creatures and the number of ranks of those conditions. You can use your Intelligence modifier in place of Wisdom for Medicine checks. - ***Restorative Power I:*** You gain a number of *Restoration Cells* equal to your proficiency bonus. You replenish expended cells each time you activate the Naibugan. As a bonus action, you can spend one Restoration Cell to cause a creature you can see within 120 feet to roll a number of its hit dice up to your proficiency bonus, allowing it to regain hit points as you stimulate its cells to repair themselves. A creature can benefit from this ability only once per activation of your Naibugan. - **Sōni:** At 3rd level, you have attained an intermediate mastery of your dojutsu. Your Naibugan gains the following benefits: - ***Interior Vision II:*** Your ability to perceive damage on creatures has advanced. You can now detect the presence of diseases, curses, and other afflictions on a creature that would be undetectable by medical jutsu. You gain a 1d6 bonus to Medicine and Insight checks when observing a creature. - ***Restorative Power II:*** You can spend one Restoration Cell when you cast a Ninjutsu with the  Medical Release keyword that restores hit points   or removes conditions to increase its range to   120 feet and increase the healing die by one       step.
##### Michael Madlock [Link](https://www.deviantart.com/michael-madlock)
##### Michael Madlock [Link](https://www.deviantart.com/michael-madlock)
\page - **Sōsan:** At 7th level, your Naibugan has reached full development. Once matured, it can only improve through further training. You now regain expended uses of your Naibugan after a short rest. Choose one of the following additional features. At 11th, 15th, and 18th levels, you can select another feature from this list. - ***Interior Vision III:*** You have honed your ability to perceive damage on creatures to its peak. You know the current hit points and total hit points of all creatures within 120 feet of you. - ***Interior Vision IV:*** You have mastered your understanding of the body's twelve systems. As an action, you can focus your sight to bypass a creature's bodily defenses. While your Naibugan is active and you maintain concentration, damage from jutsu you cast with the Medical keyword ignores one of the target's resistances, and converts one immunity into a resistance. - ***Restorative Power III:*** When you activate your Naibugan, you may spend one Restoration Cell to cause both you and a creature you can see within 120 feet to regain hit points by rolling a number of d4s equal to your level. - ***Restorative Power IV:*** When you cast a jutsu with the Medical keyword that restores hit points, you can spend one Restoration Cell to gain temporary hit points equal to your proficiency bonus. - ***Restorative Power V:*** You may spend one Restoration Cell when you heal a creature that has taken damage to grant them immunity to one of the damage types they suffered. Alternatively, if you remove a Physical, Elemental, or Mental condition from a creature, you can spend one Restorative Cell to make them immune to one of the conditions they suffered. Immunities granted this way last until the end of the creature's next turn. ``` ```  **Sōzō Algorithm:** Starting at 3rd level, one of the most highly prized secrets of the Sōzō clan is its intricate fuinjutsu seals known as Algorithms. These seals integrate with your body's cells, giving them a lifelike appearance. Choose one of the Algorithm options below. You can switch your chosen Algorithm during a long rest. Regardless of your chosen Algorithm, when you are reduced to 0 hit points, you can opt to roll any number of hit dice, regaining hit points equal to the amount rolled plus your level. This action consumes your active Algorithm, rendering it unusable thereafter, and permanently reduces your total number of hit dice by the amount rolled. - ***Cellular Encrypting:*** This algorithm is designed to safeguard the secrets of your body, preventing the analysis, replication, and reproduction of your cells and chakra even after your death. The Seals ensure the protection of your organic matter, ensuring that even in the event of a transplant, the body and immune system of the recipient reject the implant. - ***Mental Encrypting:*** This algorithm is designed to safeguard the secrets of your mind. It renders it impervious to external probing, preventing any attempts to read, control, or alter your thoughts from succeeding. - ***Spiritual Encrypting:*** This algorithm is designed to safeguard the secrets of your soul. It makes it impossible for any external source to overpower your spiritual essence. The seals will shield you against any external force attempting to possess you, remove your soul from your body, or summon it after your passing. At 15th level, while you have an active Algorithm, you gain the benefits of all the other Algorithms simultaneously. \page ## Sōzō Clan Jutsu ### D-Rank #### Sōzō Art: Dragonfly Cutter **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Medical
**Description:** An alternate version of the chakra scalpel technique designed to inflict molecular-level damage through intense vibrations. For the duration, your unarmed attacks deal 2d4 + your ninjutsu modifier in necrotic damage and gain the Deadly property. You can use your Ninjutsu ability modifier for the attack and damage rolls for these attacks. This jutsu can also be applied to infuse chakra into a weapon or blade, causing the weapon to deal an extra 1d8 necrotic damage, once per turn. Jutsu you cast that use your unarmed attack or weapon attack while this jutsu is active gain the Medical keyword. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this jutsu is cast at B-Rank or higher, increase the damage by 2d4 and 1d8. If this jutsu is cast at S-Rank, increase the damage by 2d4 and 1d8. #### Casualty Palm Technique **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Taijutsu, Medical
**Description:** Originally created for non-invasive procedures, it enables the caster's hands to pass through solid objects and was later adapted for combat. You perform one of the following effects: - **Harm:** Make a melee Taijutsu or Ninjutsu attack against a target within range. This attack ignores any cover the target may have and treats the target's AC as 1 lower. On a hit, you deal your unarmed damage + 2d10 necrotic damage. If the target is a creature, it must then succeed on a Constitution saving throw or begin bleeding. - **Aid:** You can use this jutsu to stabilize a creature. As part of casting this jutsu, you automatically stabilize a creature, removing any failed death saves. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and increase the damage by 2d10. For every two ranks you cast this jutsu above D-Rank, treat the target's AC as 1 lower. ``` ``` #### X-Ray Technique **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** 30 feet
**Duration:** Round
**Components:** CM, M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Medical
**Description:** As part of the requirements of this jutsu, you must have the ***Naibugan*** clan feature active. By focusing the Interior Vision granted by your Naibugan, you create an x-ray scan of a creature within range, revealing its vital weak points. Until the end of your turn, the next jutsu you cast or attack you make against the target increases its critical threat range by +1. If the jutsu has the Medical keyword or the attack deals necrotic damage, the critical threat range increases by an additional +1. When you cast ***Casualty Palm Technique*** after this jutsu, its damage cannot be reduced. Alternatively, if used to stabilize a creature, that creature regains hit points equal to the jutsu's damage. #### Cellular Alteration **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 120 feet
**Duration:** Concentration, up to 1 Minute
**Components:** CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Medical
**Description:** As part of the requirements of this jutsu, you must have the ***Naibugan*** clan feature active. You combine your Interior Vision and Restorative Power to alter the cellular composition of a creature. Choose a creature within range that you can see. The target must succeed on a Constitution saving throw. On a failed save, you can select one resistance or immunity that the creature has. The creature then loses the chosen resistance or has the selected immunity reduced to a resistance for the duration of this jutsu. \page ### C-Rank #### Occipital Restoration **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** M, CM
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Taijutsu, Medical
**Description:** As part of the requirements of this jutsu, you must have the ***Naibugan*** clan feature active. You mold medical chakra, injecting it directly into the occipital lobe -- the part of the brain responsible for sight. You perform one of the following effects: - **Cleanse:** You target a creature, restoring its eyesight and enhancing it. The creature removes the blinded condition and can see up to 500 away with no difficulty for 1 minute. - **Blind:** Make a melee Taijutsu or Ninjutsu attack against a creature within range. On a hit, you deal your unarmed damage, and the creature must succeed on a Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the blindness on a success. On a critical hit, the creature makes the saving throw at disadvantage. If it fails the saving throw, it also falls prone and is incapacitated while blinded, suffering from violent seizures. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. If this jutsu is casted at A-Rank, creatures you target with **Cleanse** gain immunity to the blinded condition for 1 minute. ``` ``` #### Medical Haze: Vol. 1. **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet (20-foot Cloud)
**Duration:** 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Medical
**Description:** An advanced version of *Poison Mist Technique*, the user is capable of creating various toxins and their counterparts. You perform one of the following effects: - **Antidote:** You mold your medical chakra in order to form various compounds with the active capability of nullifying poisons. Creatures that inhale this mist end any condition imposed by a poison, disease, or jutsu with the Medical keyword. - **Poison:** The user releases a darkened indigo colored vapor into the atmosphere, when a creature enters the area for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw, taking 3d12 poison damage and gaining one rank of envenomed on a failed save, or half as much damage and no further effect on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. #### Spontaneous Recovery Fever **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 120 feet
**Duration:** Concentration, up to 1 minute.
**Components:** CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Genjutsu, Medical, Unaware, Tactile, Visual
**Description:** As part of the requirements of this jutsu, you must have the ***Naibugan*** clan feature active. This Genjutsu ensnares the target in a potent illusion with a unique effect: spontaneous self-repair. Under its influence, the target's body enters a temporary state of constant healing, using its own chakra to repair damage even when none is present. A target creature you can see within range must succeed on a Constitution saving throw. On a failed save, it regains 2d4 hit points but reduces its current chakra points by an equal amount. While you maintain concentration, at the start of each of the creature's subsequent turns, it regains additional hit points equal to 2d4, plus an extra 1d4 for each turn beyond the initial turn, and reduces its current chakra points by an equal amount. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, increase the jutsu's die size by one step (d4
##### Torry Terry [Link](https://www.deviantart.com/michael-madlock)
\page ### B-Rank #### Medical Haze: Vol. 2. **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet (30-foot cloud)
**Duration:** 1 minute
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu, Medical
**Description:** The advanced version of the *Medical Haze* jutsu, capable of creating chemicals compounds that affects various systems. You perform one of the following effects: - **Anesthesia:** You release a transparent vapor into the air that slowly induces a sleep-like state. A creature that enters the area for the first time on a turn or starts its turn there must make a constitution saving throw. On a failed save, the creature gains 3 ranks of slowed. On a second failed save, the creature gains equal ranks of weakened. On a third failed save, the creature falls unconscious for the remaining duration of the jutsu. When the creature awakens, it has no memory of any events within the last 10 minutes. - **Numbing:** You release a transparent vapor into the air, creatures coming into contact with this haze have all physical sensations numbed. While inside the area of the jutsu, all instance of damage forms except Psychic and Chakra damage is reduced by half. #### Sōzō Art: Hasshōdō **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Ninjutsu, Medical, Clash
**Description:** You channel a spiral of medical chakra into a volatile sphere. When this sphere strikes a target, it disrupts the immune system through amnesia, causing the creature's body to "forget" how to heal. Make a melee Ninjutsu attack against a creature within range. On a hit, you deal 8d8 necrotic damage, and the target must make a Constitution saving throw. On a failed save, the target's maximum hit points are reduced by an amount equal to the damage taken. Additionally, for 1 minute, the target becomes vulnerable to the envenomed condition. Damage from this jutsu cannot be healed until the creature completes a rest. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, increasing its damage by 2d8. If this jutsu is casted at S-Rank it gains a range of 60 feet. ``` ```












### A-Rank #### Sōzō Art: God Sculpting Technique **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Minute
**Range:** 120 feet
**Duration:** Instant
**Components:** CM
**Cost:** 20 Chakra
**Keywords:** Hijutsu, Fuinjutsu, Ninjutsu, Medical
**Description:** As part of the requirements of this jutsu, you must have the ***Naibugan*** clan feature active. This technique allows you to focus the full power of your Naibugan on specific cells within the body, enabling you to recall cellular memory and force them to replicate. This process allows you to sculpt and form new body parts for a creature that has suffered severe damage. This technique can even revitalize those who have recently died or are on the brink of death, reconstructing, repairing, and reattaching organs and limbs. Select one creature within range. The target creature recovers one limb or organ that has been damaged or missing. If the target of this jutsu is a creature that has been dead no longer than 1 hour, the creature is restored to life with half its hit points. This jutsu closes all wounds, neutralizes any poison, cures all diseases, and lifts any jutsu affecting the creature when it died. The jutsu replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. After using this jutsu, you gain four ranks of exhaustion that cannot be removed, and you are unable to cast this jutsu again until you complete a full rest. When you complete a full rest, you remove the ranks of exhaustion and regain the ability to cast this jutsu. Each subsequent casting of this jutsu beyond the first increases its chakra cost by 10.
##### Michael Madlock [Link](https://www.deviantart.com/michael-madlock)
##### Michael Madlock [Link](https://www.deviantart.com/michael-madlock)
\page ## Sozo Clan Feats ### Expanded Tenketsu Network **Category:** Clan
**Prerequisite:** Sōzō Clan
Some members of the clan possess more chakra than average as a result of having 380 Tenketsu as opposed to the regular 361, you are one of them. - Increase your Constitution score by 1, to a maximum of 20. - Increase your Chakra Point total by an amount equal to your level. Thereafter, each time you gain a level, Increase your Chakra Point total by +1. - You gain resistance to Chakra Damage. ### Sōshi **Category:** Clan
**Prerequisite:** Sōzō Clan, Level 4+
You start to find ways to lessen the strain of using your ocular powers. - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - You gain an additional uses of your Naibugan per long rest. - You can now keep the Naibugan active for an hour. ### Sōgo **Category:** Clan
**Prerequisite:** Sōzō Clan, Level 8+
You trained you eye to the extreme, allowing you to discover new ways to implement your Dojutsu in battle. - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - You gain an additional feature from the Sōsan clan feature. - You can create and learn Sōzō clan Hijutsu in half the required time. - You can take this feat multiple times. \page
##### Latent Sōzō | Bloodline
Ability Name | Bloodline
Point Cost | Ability Description | |:-------|:-:|:-------------| | **Latent Living Source I** | 2 | Increase your chakra point total by 1 for every level you character has, thereafter, each time you gain a level, increase your chakra point total by 1.| | **Latent Living Source II** | 2 | (You must have **Latent Living Source I**) Starting at 7th level, you gain resistance to Chakra Damage.| | **Latent Sōzō Algorithm I** | 3 | Select one Algorithm from the ***Sōzō Algorithm*** Clan feature, you gain access to that Algorithm.| | **Latent Sōzō Algorithm II** | 4 | (You must have **Latent Sōzō Algorithm I**) Beginning at 7th level, you gain the ability to Change your Algorithm, following the rules of the ***Sōzō Algorithm*** Clan feature.| | **Latent Naibugan I** | 2 | Beginning at 3rd level, you gain the Naibugan. You can activate this Dojutsu as a Bonus action and by spending 10 chakra. Additionaly, you gain access to only one **Sōichi** ability.| | **Latent Naibugan II** | 3 | (You must have **Latent Naibugan I**) Beginning at 7th level, you gain access to the second **Sōichi** ability that you didnt select before. Additionally, you gain access to only one **Sōni** ability.| | **Latent Naibugan III** | 4 | (You must have **Latent Naibugan II**) Beginning at 11th level, you gain access to the second **Sōni** ability that you didnt select before. Additionally, you gain access to one **Sōsan** ability.| | **Latent Naibugan IV** | 5 | (You must have **Latent Naibugan III**) Beginning at 15th level, you gain access to a second **Sōsan** ability that you didnt select before.|| | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Sōzō Hijutsu. | | **C-Rank Hijutsu** | 2 | (You must have **D-Rank Hijutsu**) You gain the ability to learn C-Rank Sōzō Hijutsu. | | **B-Rank Hijutsu** | 3 | (You must have **C-Rank Hijutsu**) You gain the ability to learn B-Rank Sōzō Hijutsu. | | **A-Rank Hijutsu** | 3 | (You must have **B-Rank Hijutsu**) You gain the ability to learn A-Rank Sōzō Hijutsu. | | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Sōzō Clan as a prerequisite. |
\page ## [Tenrō Clan](https://homebrewery.naturalcrit.com/share/ItYwedmtMb-C) ***Creator:*** *Scrub. Original Clan by [Allegria](https://www.gmbinder.com/share/-Mra60rHnHNWfngdBTAE) *
*On the outskirts of Yumegakure, I was traveling to see the sights within the village of dreams. My journey had me distracted, and so I failed to notice a rogue ninja of the Land of Water tailing my path. The rogue was upon me before I had a chance to ready a jutsu, but a figure lept from the foliage to my rescue -- transforming into some amalgamation of human and beast...*
-- *Makuzoyashi Haruno*
*The Miracle Bindings, Ch. 11, excerpt.*
### For the Pack The Tenrō Clan are wielders of a unique bloodline ability which allows them to transform into a hybrid animal, most often a wolf or another land predator. As one of the founding clans of Yumegakure, the village hidden among dreams, the Tenrō clan stand as loyal allies to their homeland, a sacred land which they guard fiercely. #### Tenrō Traits ___ - **Ability Score Increase:** +2 Str or Dex, +1 Con - **Speed:** Your base walking speed is 35. - **Skill Proficiencies:** Martial Arts, Survival - **Tenrō Techniques:** You know 1 additional Tenrō Clan D-Rank Jutsu, this does not count against your jutsu known. #### Tenrō Features  **Tenrō Techniques**: The Tenrō Clan 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. **Bestial Instincts:** The bloodline of the Tenrō clan nourishes you with animal-like instincts to survive in the natural world. You have darkvision to a range of 60 feet. You add a +2 bonus to Initiative checks. At 11th level, you cannot be surprised while you are conscious. **Primal Fist Stance**: The Tenrō Clan specialize in a fast paced and aggressive fighting style. Beginning at 1st level, you can use Dexterity as your Taijutsu ability modifier for Tenrō hijutsu. While in this stance, you manifest a natural weapon in the form of claws, teeth, a tail, etc., that can be used in place of unarmed strikes. - Your unarmed attacks deal 1d6 bludgeoning or slashing damage (your choice). - While in this stance, you gain the ***Multiattack*** weapon property if you weren't already benefiting from it. - When you reduce a creature to 0 hit points with an unarmed attack, or with a Taijutsu that uses your unarmed damage, you can move up to half your
walking speed and make an unarmed attack
against another target within reach. At 7th level, when you cast a taijutsu, you may add your taijutsu modifier to the damage dealt so long as it wasn't already adding that modifier, once per casting. ``` ```  At 15th level, while in this stance, taijutsu you cast that don't add your unarmed damage to the damage dealt now add your unarmed damage die up to twice per casting. **Bestial Transformation:** Starting at 3rd level, you've tamed the primal technique of the Tenrō clan, allowing you to awaken a beast within. As a bonus action, you can spend 10 Chakra to transform yourself, taking on characteristics of a beast-like creature. This form lasts up to 10 minutes or until you dismiss it. While active, you gain the following benefits: - You gain advantage on checks that rely on hearing or smell. - Increase both your speed and jump distance by 10 feet. You can climb surfaces, walls, and water walk without any movement penalty, and ignore difficult terrain. - Your critical hit range increases by +1 for unarmed attacks and Tenrō hijutsu. - You gain temporary hit points equal to double your proficiency bonus. At 7th level, your transformation gains the following additional benefits. At the start of each subsequent turn following your activation, you gain temporary hit points equal to your proficiency bonus. Also, your speed and jump distance bonus becomes 15 feet. Starting at 11th level, choose either Strength or Dexterity: you gain advantage on ability checks, skill checks, and saving throws of the chosen attribute while transformed (this cannot be changed later). In addition, your speed and jump distance bonus becomes 20 feet. Lastly, at 18th level, while tranformed you reduce incoming damage by half your proficiency bonus, and your unarmed damage die becomes 2d6 if it wasn't already higher. If you are in the ***Primal Fist Stance*** while transformed, you may add your taijutsu modifier to the damage of Taijutsu up to twice per casting. In addition, your speed and jump distance bonus becomes 25 feet. \page ## Tenrō Clan Jutsu ### D-Rank #### Beast Tongue **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** 10 minutes
**Components:** CM, HS
**Cost:** 3 Chakra
**Keywords:** Hijutsu, Ninjutsu, Sensory
**Description:** You gain the ability to comprehend and verbally communicate with beasts for the duration. You have advantage on all Charisma checks you make to influence beasts for the duration. #### Bestial Art: Predator Sense ___ **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
**Components:** CM, HS
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Sensory
**Description:** *As a part of casting this jutsu, you must be gaining the benefits of your* ***Bestial Transformation*** *feature*. Your chakra-enhanced instincts sharpen acutely as you pool chakra into your bestial snout. You know the general location of all creatures with chakra in a 1-mile radius of you. For the duration while tracking individuals or groups of creatures with chakra, you also learn their exact number, sizes, a general threat level (DM discretion), and how long ago they passed through an area. When you deal damage to a creature with an unarmed attack or taijutsu, that creature becomes Marked for the duration of this jutsu. You always know the general direction of a Marked creature if it is within 1 mile of you. You can sense the exact location of a Marked creature within 100 feet of you, and it cannot benefit from being hidden from you. Alternatively, as a bonus action for the duration you can touch an item, such as a scrap of clothing, a weapon, or trace amounts of blood, and learn the general direction of the creature the item belonged to up to a 1 mile away from you **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3 and the sensing distances increase by 1 mile and 50 feet respectively. ``` ``` #### Cornered Savagery ___ **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when a hostile creature ends its turn within 10 feet of you
**Range:** Self (10-foot radius)
**Duration:** Instant
**Components:** M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Taijutsu
**Description:** Adrenaline surges within as you lash out in a frenzied whirlwind. All creatures of your choice within a 10-foot radius from you must make a Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning or slashing damage (your choice) and gains either 1 rank of Bruised (if bludgeoning damage) or Bleeding (slashing damage). *If this jutsu is cast while gaining the benefits of your* ***Bestial Transformation*** *feature, the damage die becomes a d10 and creatures that fail the save by 5 or more also gain 1 rank of fear against you.* **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3 and the damage by 2d6. #### Primal Rush ___ **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Special
**Duration:** Instant
**Components:** M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Taijutsu, Combo
**Description:** *As a part of casting this jutsu, you must be gaining the benefits of the **Primal Fist Stance**.* You let your primal instincts take over, rushing forward to a target in range as you attempt to maul them. You move up to your full walking speed to a creature you can sense in range. This does not provoke opportunity attacks. Then make one melee taijutsu attack against the target. On a hit, you deal your unarmed damage + 2d6, and the creature must make a strength saving throw be knocked prone. 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. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3 and the additional damage by 1d6. When you cast this jutsu at B-Rank or above, you instead make two melee taijutsu attacks. \page ### C-Rank #### Barborous Kicks **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** M
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Taijutsu
**Description:** *As a part of casting this jutsu, you must be gaining the benefits of the **Primal Fist Stance**.* Your claws tear into the ground as you leap to strike with three deadly kicks. Make three melee taijutsu attacks against a target in range. On a hit, you deal your unarmed damage + 1d4. Then you may force the target to make a Strength saving throw, being knocked back 5 feet for each hit on a failure. If two or more attacks hit, the target gains one rank of bruised. *If this jutsu is cast while gaining the benefits of your* ***Bestial Transformation*** *feature, if three or more attacks hit, the target is also knocked prone*. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the bonus damage die increases by one step. When you cast this jutsu at A-Rank or above, you make one additional melee taijutsu attack. ``` ``` #### Bestial Art: Static Hide **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** CM, HS
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** *As a part of casting and maintaining this jutsu, you must be gaining the benefits of your* ***Bestial Transformation*** *feature*. You cannot lose concentration on this jutsu as a result of taking damage. You saturate your bestial hide with chakra, causing the fur to stand up on its end. For the duration, you have resistance to both the bruised and bleeding conditions, and you reduce all incoming damage except psychic by 5. Additionally, twice per turn, when you would deal your unarmed damage, you may deal an additional 1d4 force damage. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost by 3 and increase both the damage reduction die and the additional damage die by 1 step. When you cast this jutsu at S-Rank, you are immune to the bruised and bleeding conditions for the duration. #### Omega Howl **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot cone)
**Duration:** Instant
**Components:** CM
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Taijutsu
**Description:** Gathering chakra in your lungs, you release a concussive howl to stagger your foes. When you cast this jutsu, you may use either your Ninjutsu or Taijutsu for its   casting ability. All creatures in a 30-foot cone must make   a Constitution saving throw. On a failed save, a creature   takes 5d8 force damage and is knocked back 10 feet, or   half as much damage and is not knocked back on a  success. A creatures that fails this save that can hear you also            becomes deafened for 1 minute,            repeating the save at the end of each of       its turns to end the effect on itself. When you cast     the jutsu, your howl is audible from as far away as   300 feet.   **At Higher Ranks:** For each rank you cast this jutsu      above D-Rank, increase the cost by 3, increase the     damage by 2d8 and the knock back by 10 feet.         When you cast this jutsu at A-Rank or above, a    creature that fails its save that can hear you also gains  one rank of fear against your for 1 minute, repeating the save at the end of each of its turns to end the condition. \page ### B-Rank #### Savage Slash ___ **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 15 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Taijutsu, Finisher
**Description:** *As a part of casting this jutsu, you must be gaining the benefits of the **Primal Fist Stance**.* You channel chakra through one of your limbs, forming terrific claws of visible chakra coating your hand. Make a melee Taijutsu attack against a target in range. On a hit, you deal your unarmed damage + 8d8 slashing damage. The creature must then make a Constitution, saving throw gaining 2 ranks of bleeding on a failed save, or only 1 rank of the bleeding on a success. This attack ignores resistance to slashing damage and the bleeding condition. If this jutsu is used as a ***Finisher***, you deal your unarmed damage + 8d10 slashing damage. The creature must then make a Constitution, saving throw gaining 2 ranks of bleeding on a failed save, or only 1 rank of the bleeding on a success. A creature suffers the Weakened condition for as long as it has these ranks of bleeding. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost by 3, the damage by 2d8 and 2d12 respectively. When you cast this jutsu at S-Rank, instead of the bleeding condition, you inflict lacerated instead. #### Bestial Art: Beast-Blood Regeneration ___ **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Instant
**Components:** CM
**Cost:** *Special*
**Keywords:** Hijutsu, Ninjutsu
**Description:** *As a part of casting this jutsu, you must be gaining the benefits of your* ***Bestial Transformation*** *feature*. You channel a spike chakra through your heightened bloodflow granted by your bestial form, allowing you to recover wounds. As part of casting this jutsu, you may spend any number of hit dice, regaining the result in hit points. For every five hit dice spent this way, increase your walking speed and jump distance by 30 feet, gain a +2 bonus to AC, and add +5 to the next attack roll, saving throw, or ability check you make until the end of your next turn. ``` ``` ### A-Rank #### Bestial Art: Massacre ___ **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** *Special*
**Duration:** Instant
**Components:** M
**Cost:** 20 Chakra
**Keywords:** Hijutsu, Taijutsu
**Description:** *As a part of casting this jutsu, you must be gaining the benefits of your* ***Bestial Transformation*** *feature*. For a moment, you unshackle the true beast inside, reimagining what ferocity truly looks like. You unleash an unfettered howl that chills the spine of all that hear it. All creatures of your choice in a 150-foot radius of you must make a Wisdom saving throw, gaining two ranks of fear against you for the next minute on a failed save, or 1 rank of fear on a success which lasts until the end of its next turn.  Then you can move up to your movement speed, making any number of melee taijutsu attacks against creatures within reach, dealing no more than two attacks per creature. This movement does not provoke opportunity attacks. The critical threat range of this attack increases by +1. On a hit, you deal your unarmed damage + 6d6 and the target gains one rank of bruised or bleeding (your choice). If this attack crits, a creature instead becomes staggered or lacerated per rank of bruised or bleeding you inflicted. Then at the conclusion of this jutsu, you may choose to gain 10 temporary hit points for each creature reduced to 0 hit points by this jutsu, which last until your next rest or until you cast this jutsu again. While you have these temporary hit points, you are considered *Frenzied*. While Frenzied, you suffer the Berserk condition, and all unarmed attacks and taijutsu you cast gain the Deadly and Lethal weapon properties. \page

















## Tenrō Clan Feats ### Rough Hide **Category:** Clan
**Prerequisites:** Tenrō Clan
The benefits of your bloodline's transformation have natural altered your body. You gain the following benefits; - Increase your Strength or Constitution score by 1, to a max of 20. - While wearing no or light armor, you can use your Strength or Constitution modifier instead of Dexterity when calculating your armor class. - You reduce all incoming bludgeoning, piercing, and slashing damage by -3. ### Empowered Transformation **Category:** Clan
**Prerequisites:** Tenrō Clan, level 4+
You learn to more efficiently transform and conserve your chakra. You gain the following benefits; - Increase your Constitution score by 1, to a max of 20. - Reduce the cost of your ***Bestial Transformation*** feature by half. - While transformed, you gain a +1 bonus to your AC. - While transformed, once per turn you may spend your Reaction to grant yourself advantage on a saving throw that uses Strength or Dexterity against a hostile effect.

















### Bestial Art Caster **Category:** Clan
**Prerequisites:** Tenrō Clan, level 8+
You've honed mastery over bestial techniques. You gain the following benefits; - Increase your Strength, Dexterity, or Intelligence modifier by 1, to a max of 20. - All "Bestial Art" jutsu count as Tenrō hijutsu. - Reduce the casting cost of Bestial Art jutsu by -1, and the concentration cost of Bestial Art jutsu by -2. - While gaining the benefits of your ***Bestial Transformation*** feature, when you would lose concentration of a Bestial Art jutsu, you may pay its chakra cost to maintain concentration instead. ### Primal Fist Expert **Category:** Clan
**Prerequisites:** Tenrō Clan, level 4+
You have trained under the teachings of the Land of Dreams either directly or by descension, gaining the following benefits; - Increase your Strength or Dexterity score by 1, to a maximum of 20. - While you are in the ***Primal Fist Stance***, your unarmed damage die becomes a d8. - Your unarmed attacks gain the ***Lethal*** weapon property if you weren't already benefiting from it. - Taijutsu you know that requires the ***Primal Fist Stance*** to be cast, and up to two additional Taijutsu that you know, that makes two or more melee taijutsu attack against a creature become ***Primal Fist Taijutsu***. **Primal Fist Taijutsu** you cast gain the ***Ferocious*** trait. - **Ferocious**. On a successful hit, the target must succeed a Wisdom saving throw, gaining a rank fear against you until the end of its next turn on a failure. If the target fails this save by 5 or more, its fear lasts for 1 minute instead (able to repeat this save at the end of each of its turns to end the effect). \page
##### Latent Tenrō | Bloodline Ability Name | Bloodline Point Cost | Ability Description | |:-----|:----:|:-------------| | **Latent Bestial Transformation I** | 2 | Beginning at 3rd level, you can spend 10 chakra to activate your latent Bestial Transformation. This form lasts up to 1 minute. While it is active: Increase both your speed and jump distance by 10 feet. You can climb surfaces, walls, and water walk without any movement penalty, and ignore difficult terrain. You gain advantage on checks that rely on hearing or smell. | | **Latent Bestial Transformation II** | 2 |(You must have ***Latent Bestial Transformation I*** ) Beginning at 7th level, you gain temporary hit points equal to your proficiency bonus when you activate your latent Bestial Transformation. While this transformation is active, you have resistance to one damage type (pick one, this cannot be changed): bludgeoning, piercing, or slashing. | | **Latent Bestial Transformation III** | 3 |(You must have ***Latent Bestial Transformation II*** ) Beginning at 15th level, you may select another damage type to gain resistance to during your transformation. The bonus to your speed and jump distance becomes 15 feet. | | **Latent Bestial Transformation IV** | 3 |(You must have ***Latent Bestial Transformation III*** ) Beginning at 18th level, your latent Bestial Transformation now lasts up to 10 minutes. The bonus to your speed and jump distance becomes 20 feet. | | **Latent Primal Fist Stance I** | 2 | Beginning at 3rd level, your unarmed attacks deal 1d6 bludgeoning or slashing damage (your choice). While in this stance, your unarmed attacks gain the *Multiattack* weapon property. | | **Latent Primal Fist Stance II** | 3 | (You must have ***Latent Primal Fist Stance I*** ) When you reduce a creature to 0 hit points with an unarmed attack, or with a Taijutsu that uses your unarmed damage, you can move up to half your walking speed and make an unarmed attack against another target within reach. | | **Latent Primal Fist Stance III** | 5 | (You must have ***Latent Primal Fist Stance II*** ) Beginning at 11th level, when you cast a taijutsu, you may add your taijutsu modifier to the damage dealt so long as it wasn't already adding that modifier. This can only apply once per casting. | | **Latent Primal Fist Stance IV** | 5 | (You must have ***Latent Primal Fist Stance III*** ) Beginning at 15th level, while in this stance, taijutsu you cast that don't add your unarmed damage to the damage dealt now add half your unarmed damage die up to once per casting. | |**D-Rank Hijutsu**| 2 | You gain the ability to learn D-Rank Tenrō Clan Hijutsu.| |**C-Rank Hijutsu**| 2 |(You must have ***D-Rank Hijutsu***) You gain the ability to learn C-Rank Tenrō Clan Hijutsu.| |**B-Rank Hijutsu**| 3 | (You must have ***C-Rank Hijutsu***) You gain the ability to learn B-Rank Tenrō Clan Hijutsu.| |**A-Rank Hijutsu**| 3 | (You must have ***B-Rank Hijutsu***) You gain the ability to learn A-Rank Tenrō Clan Hijutsu. |**Clan Feats**| 5 |You gain the ability to learn Clan Feats, with Tenrō Clan as a Prerequisite.
\page ## [Tojo Clan](https://homebrewery.naturalcrit.com/share/VQp7xSu0wRtw) ***Creator:*** *mind_faze*
*Some are born with talent, and some aren't. That's true. But that said... Those with talent never make it through talent alone. You have to overcome. Find boundaries, and break them. The only way to grow is by overcoming challenges. —The Dragon of Shinobi* ### Stuff of Legend The Tojo clan isn't a clan in the traditional sense. You are not born into this clan, but are instead accepted into it. Those who are a part of this clan usually don't take advantage of any sort of kekkai gekkai or hidden clan teachings, even if they have it. Instead, being a part of this clan is a sign of skill. #### Tojo Traits **Ability Score Increase:** +2 Str or Dex, +1 Con
**Speed:** Your base walking speed is 30 feet.
**Skill Proficiencies:** Athletics, Martial Arts
**Weapon Proficiency:** You gain proficiency in improvised weapons.
#### Tojo Features      **Self-Made Legend:** At 1st level, you begin forming a special fighting style that others simply can’t compete with. You learn one Taijutsu stance of your choice and select two Legend Traits, adding it to the stance. A stance with a Legend Trait becomes a ***Legend Stance*** At 3rd, 11th, and 15th level, you may select an additional Legend Trait to add to the stance. Alternatively, you may add a Legend Trait to a different stance, making that stance a ***Legend Stance***. Additionally, you may use Dexterity instead of Strength for Taijutsu/Bukijutsu and unarmed/weapon Attack rolls and DCs. **Revelation:** You're able to come up with amazing techniques based on your combat experiences. At 1st level, you begin with 3 *Revelation Points*(RP). You gain 3 RP every level hereafter. You may spend RP in place of DT for the sake of learning or creating Taiutsu/Bukijutsu. Jutsu learned with RP are considered Tojo Clan hijutsu for the sake of Tojo features. If you create/learn a jutsu using RP only, you may treat the jutsu as if it benefited from learning with a mentor but may benefit from no other reductions. **Heated Fight:** At 3rd level, you utilize your fighting spirit to pummel your foes. You have a number of EX Die to a max of your proficiency modifier that are d4s. Once per turn, when you take damage or deal damage, you gain an EX Die. When casting a Tojo Clan hijutsu you may spend any number of EX Die, adding the result to the damage. Additionally, when making a Strength or Dexterity saving throw, ability check, or skill check, you may spend one EX Die and gain half the result of the roll(min 1). While you have your max EX die, increase your movement speed by +10 and the damage of up to 3 attacks per turn by your EX Die. At 7th level, EX Dice increases to a d6 and at 18th level increases to a d8. You regain all EX Die at the end of a long rest. **Unwavering Belief:** At 7th, your conviction is unbreakable and has become a rock for your allies to rely on. Twice per rest, when you or an ally within 30 feet of you would make a saving throw against mental condition, you may spend one EX Die and add +1d4 to the roll. Additionally, when you are above 50% HP, you are immune to charmed, berserk, and frightened conditions. Additionally, you cannot be forced to directly work against your Goal, Ambition, or Drive. When you fall below 50% this becomes advantage against saves and checks against these effects. **Feel The Heat:** You make sure every fight has some flare in it. At 11th level, when you cast a Tojo clan Hijutsu, you may spend 3 EX Die to cast a jutsu that requires stance as an action or bonus action. When you do this, if the stance requires to be used as a finisher, you may use it regardless. If the jutsu has a special effect that only activates due to a feature from your stance, that effect activates even if the prerequisite is not fulfilled **The Wall:** At 18th level, you've become a true legend. You're a cut above the rest and are the peak of all men. increase your stat maxmimums for every stat to 24. you gain 4 attribute points to distribute among your stats. Feats and fetures that provide ability score improvements can increase your scores past 20. \page ## Legend Traits #### Dragon Might You may gain the bonus action trait from Dragon Fist. The bonus is instead +2. Your stance counts as Dragon Fist Stance for the sake of jutsu that require the stance. #### Drunken Might You gain the ***Fortified*** property. Your stance counts as Drunken Fist Stance for the sake of jutsu that require the stance. #### Frog Might You unarmed attacks gain the ***Reach*** property. Your stance counts as Frog Fist Stance for the sake of jutsu that require the stance. #### Iron Might While wearing Combat Bracers, double your [Unarmed Damage] die when dealing damage to a Structure or construct. Your stance counts as Iron Fist Stance for the sake of jutsu that require the stance. #### Lion Might For each rank of ***Frightened*** on a creature, increase your unarmed damage by +2 against that target. Your stance counts as Lion Fist Stance for the sake of jutu that require the stance. #### Rabbit Might Your Unarmed Attacks gain the ***Multiattack*** property. Your stance counts as Rabbit Stance for the sake of jutu that require the stance. ``` ``` #### Serpent Might Your unarmed attacks gain the ***Tactical*** property. Your stance counts as Serpent Fist Stance for the sake of jutsu that require the stance. #### Silent Might Your unarmed attacks gain the ***Lethal*** property. Your stance counts as Silent Fist Stance for the sake of jutsu that require the stance. #### Spider Might Weapons in the Flail weapon group gain the ***Unarmed*** property. Your stance counts as Spider Fist Stance for the sake of jutsu that require the stance. #### Trickster's Might When you would score a critical hit against a creature, you can Dash as part of the same action used to make the attack,. #### Wolf Might You gain the ability to perform the Wolf Fang fist, increase the damage by 1d4 instead of by an unarmed die. Your stance counts as Wolf Fist Stance for the sake of jutu that require the stance. #### Bum's Skill Select 2 weapons you're proficient in, they now count as having the ***Unarmed*** property and don't disqualify the use of stances. #### Crane's Skill When you make an unarmed attack, as a bonus action you spend 2 EX Die, you may also target creatures of your choice within 5 feet of the original target as a part of the same attack. \page #### Dragon's Skill As a bonus action, you can spend 2 EX Dice to use two stance features or Legend Traits that require a bonus action at once. #### Indra's Skill Select one of the following properties: Trip, Grapple, Disarm, Deadly, Reach. Your unarmed attack gains the property. You may select this multiple times, gaining a different property each time. #### Hannya's Skill When you deal Piercing damage with a melee weapon attack you may twist the weapon. You may spend 2 EX Dice to force the target to make a constitution saving throw. On a failed save, they take your weapon’s damage die in damage that cannot be reduced. You may choose to twist it again, but this provokes an attack of opportunity from the targeted creature. #### Kirin's Skill When you deal Bludgeoning damage with a melee weapon attack you may knock them around. You may spend 2 EX Dice to force the target must make a strength saving throw. On a failed save they are pushed 15 feet in a direction of your choice. If they run into a solid surface or object they then fall prone and you may immediately make an additional weapon or unarmed attack against them. #### Koi's Skill When you deal Slashing damage with a melee weapon attack you cut especially deep. You may spend 2 EX Dice to force the target must make a dexterity saving throw. On a failed save they gain two ranks of the bleeding condition. If they fail the save by 5 or more, they gain a rank of lacerated and a rank of bleeding. #### Phoenix's Skill As an action, you may taunt creatures in range. Make a Intimidation check vs the Perception or Insight(their choice) of up to 3 hostile creatures of your choice within 30 feet of you that can see or hear you. If you have expertise in place of expertise you gain a +1d4 bonus to the check. For each creature that fails, gain one EX Die. Creatures grappled or proned have disadvantage on this check. Creatures immune to the berserk condition cannot be targeted by this. #### Tiger's Skill As a bonus action, you can coat your fists in heat. Until the end of your turn, your unarmed attacks reduce a creature's damage reduction by -3(max 9) until the beginning of their next turn. #### Tortoise's Skill As an action, you enter a parrying stance. Until the beginning of your next turn, you may not make an attack or cast a jutsu that deals damage by any means. However, you increase your Saving throws and AC by +3. If a creature would miss a melee attack against you, you may move them 10 feet in any direction. If they collide with another creature, they're both knocked prone. ``` ``` #### Beast's Finesse While wielding an improvised weapon you gain +3 DR to Bludgeoning, Piercing, and Slashing damage. #### Brawler's Finesse You gain an additional reaction which can be used to make an attack of opportunity against a target who deals damage to you with a melee attack. #### Breaker's Finesse When you cast a Tojo Clan hijutsu or make an unarmed attack as an action, you can pose as a bonus action to gain a stack of style. For every stack of style, increase the result any heat die rolled by +1. You may hold a max of 3 stacks of style. If you go one round without posing, you lose all stacks of style. #### Rusher's Finesse The first time you would be targeted by an attack while under the effects of the dodge action the attack rolls 3d20, taking the lowest result. #### Slugger's Finesse When you would make an attack with the attack action, you may declare a ***Homerun***. When you do so, you may spend any additional attack you would make with the attack action, your bonus action, or your reaction. For every action or attack spent, increase the critical threat range and damage die by 1. If you score a critical hit, they're pushed back by 10*[your proficiency bonus] feet. #### Thug's Finesse While you are sneaking, you may use the same roll that you initially used to hide instead of rerolling your stealth check. \page #### Demon Spirit When a creature critically misses an attack against you or you land a critical success on a save against an effect they use, you may refill your EX Dice to the maximum. At the end of your next turn, you lose all your EX Dice. #### Phoenix Spirit While at or below 50% Hit Points, once per round when you would gain an EX Die through taking damage you gain an additional die. #### White Tiger Spirit Once per Round, when you reduce a creature's Hit Points to 0, you gain an EX Die. #### Tortoise Spirit While you have max EX Dice, reduce damage you receive by your Taijutsu Ability Modifier. #### Azure Dragon Spirit Once per rest, while you have max EX Dice, when you be reduced to 0 hit Points you may instead be reduced to 1. #### Boozer Spirit While you have max EX Dice, increase your Critical Hit Threshold by +1. ``` ``` #### Golden Dragon Spirit As an Action, you may charge up, gaining 2 EX Dice immediately. #### Asura Spirit While you have at least half your maximum EX Dice, you may spend an Action to spend at least half your maximum in EX Dice and recover the result in Hit Points. #### Herculean Spirit While you have max EX Dice, you cannot be unwillingly be moved or knocked prone. #### Bodhisattva Spirit If you do absolutely nothing on your turn you regain 3 EX Dice of Hit Points(This does not spend any EX Dice). \page ## Tojo Clan Feats ### That's Rad! **Category:** Clan
**Prerequisite:** Tojo Clan
You can change up your styles on the fly like its the 80s. You gain the following benefits; - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You learn an additional Taijutsu Stance and gain an additional Legend Trait. - When you take the attack action while in a ***Legend Stance***, you may switch into a different ***Legend Stance*** as a part of the action. This occurs before the attack is made. - You may select this feat multiple times, gaining either a new stance or Trait after the first. ### Judgement **Category:** Clan
**Prerequisite:** Tojo Clan, Level 4+
Your fighting spirit can burst out in a display of brute strength. You gain the following benefits; - When rolling initiative while having no EX Dice, you immediately gain an EX Die. - At the beginning of the turn while having at least half your Maximum EX Dice, you enter ***EX Boost***. While in *EX Boost*, increase your EX Die step by 1 and treat yourself as having max EX Dice for the purpose of Tojo Clan features. At the end of the round, decrease your EX dice by 1 and for the duration of *EX Boost* you cannot regain EX Dice through any means. You may end *EX Boost* at the beginning of your turn for no action required. - Increase your Maximum EX Die by 1. ``` ``` ### For Who? **Category:** Clan
**Prerequisite:** Tojo Clan, Level 8+
You know how to start off fights right, with style. You gain the following benefits; - Increase your Strength, Dexterity, or Charisma score by 1, to a maximum of 20. - When you spend EX Die to increase damage dealt, increase the damage by +1 for each die spent. - At the beginning of a combat, you may declare a dynamic intro. When you do, you enact a quick skirmish with your foe(s) before combat begins that holds no mechanical weight. Upon declaring this, you gain the following benefits. * Increase your initiative by +5. * Gain temporary Hit points and Chakra points equal to twice your level. * Gain DR equal to half your Proficiency Bonus(Round up) for the remainder of combat. Once this is used, you cannot use it again until the end of a long rest. ### Lengend's Journey **Category:** Clan
**Prerequisite:** Tojo Clan, Level 12+
Your training has lead you to many masters, allowing you to form exalted techniques. You gain the following benefits; - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Select two Tojo Clan Hijutsu, they gain the ***Legendary*** keyword. While within a ***Legend Stance***, these jutsu always have an EX Die spent on them. This does not spend the Dice. Alternatively, if it does not deal damage, decrease the cost of the juts by -2(min half). You may swap the chosen jutsu on a long rest. - You gain an additional amount of RP equal to your level, hereafter gain an additional RP every level ### Receive You **Category:** Clan
**Prerequisite:** Tojo Clan, Level 16+
You're the one who others look up to. You fight and posture yourself like a dragon. You gain the following benefits; - ***Unwavering Belief*** now applies to all Mental Conditions. - Select one of your *Legend Stances*. This stance becomes your *True Stance*. This stance gains an additional Legend Trait. - While in your *True Stance*, your EX Die are set to d12s and you may gain up to 3 per turn through dealing or taking damage. Additionally, increase the Attack bonus or DC of Tojo Clan Hijutsu by +1. \page
##### Latent Tojo | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Self-Made Legend I** | 0 | Beginning at 1st level, select one Taijutsu Fighting Stance that you know. This stance becomes known as your ***Legend Stance***. You gain one **Legend Trait** of the Tojo Clan for your ***Legend Stance***. While in your ***Legend Stance***, you may cast Tojo Clan Hijutsu using Dexterity instead of Strength. | | **Latent Self-Made Legend II** | 3 | *(You must have **Latent Self-Made Legend I**)* At 3rd level, your ***Legend Stance*** gains another **Legend Trait** of your choice. | | **Latent Self-Made Legend III**| 3 | *(You must have **Latent Self-Made Legend II**)* At 11th level, your ***Legend Stance*** gains another **Legend Trait** of your choice.| | **Latent Revelation** | 5 | *(You must have **Latent Self-Made Legend**)* Beginning at 1st level, you gain the **Revelation Feature** of the Tojo Clan. You instead begin with 2 RP, and gain 2 RP for every level you possess after 1st level. | | **Latent Heated Fight I** | 2 | *(You must have **Latent Self-Made Legend**)* At 3rd level, you gain a number of **Ex Die** (d4s) equal to half your proficiency bonus + 1, rounded up. As part of casting a Tojo Hijutsu, you may spend any number of Ex Die adding the result to the damage dealt, once per turn. You may also spend one **Ex Die** as part of Strength/Dexterity check or saving throw, increasing the result by half the result (Min. 1). You regain all Ex Die on a long rest. | **Latent Heated Fight II** | 3 | *(You must have **Latent Heated Fight I**)* At 7th level, increase your **Ex Die** to d6s, and while you have your max **Ex Die**, increase your movement speed by 5 feet and the damage of up to 3 attacks per turn by one **Ex Die** (this does not spend one). | **Latent Unwavering Belief** | 3 | *(You must have **Latent Self-Made Legend I**)* At 7th level, while you are not *bloodied* (above 50% Max HP), you gain advantage on saving throws to resist the Berserk, Charmed, and Frightened conditions. You also cannot be forced to directly work against your Goal, Ambition, or Drive. Lastly, if you have ***Latent Heated Fight I***, then once per rest, when you or an ally within 15 feet would make saving throw against a *Mental* condition, you may spend one **Ex Die** to increase the result of their save by +1d4. | **Latent Feel the Heat** | 2 | *(You must have **Latent Revelation**)* At 11th level, you gain the **Feel the Heat** feature. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Tojo Clan as a prerequisite.
\page ## [Toton Clan](https://drive.google.com/file/d/1O7F04TCPdWMDB_a-k-FCQH_RSudsLCPU/view) ***Creator:*** *Drachenheist, Ed, Galen*
*I was walking from the Land of Fire to the Land of Earth incredibly slowly, I'd gotten into a skirmish and was rather wounded when a blonde lady, going in the reverse direction, came upon me. She offered to heal me, and light spread from her outstretched palm, chakra spreading from her to my now closing wound. I often think of how she saved my life.*
*-- Eishin Sioki*
*The Forgotten Clans, Ch. 4 excerpt*
### Let There Be Light Toton is not a family name, instead it is the name of the clan's distinct Light Release, a combination of Wind and Lightning. This clan does not have a distinct family name nor origin, found all across the Elemental Nations, but a connecting thread between them all is their soft natured kindness or their outspoken arrogance, sometimes both. #### Toton Traits ___ **Ability Score Increase:** +2 Int, +1 Cha **Speed:** Your base walking speed is 30 feet **Skill Proficiencies:** Ninshou, Persuasion #### Toton Features   **Light Techniques:** The Toton 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. They do not need both Nature Releases to use their Clan jutsu. ``` ```  **Sacred Touch:** Beginning 1st level, you have the distinct ability to use the light within you to heal your allies. As an action, you can restore hit points to a creature you touch equal to your charisma **ability score**. You can use this feature a number of times equal to half your proficiency bonus per rest. At 3rd level, when you use this feature, you can also remove one Elemental conditions on that creature. **Dazzling Brilliance:** Also at 1st level, When you affect an allied creature, other than yourself, with a Toton clan hijutsu, the creature gains advantage on the next saving throw they make, before the jutsu ends. At 11th level, they also add a bonus to their saving throw, equal to your intelligence or charisma ability modifier. At 18th level, when you cast a Toton Hijutsu, you may grant a creature within 30 feet of you, except yourself, temporary hitpoints equal to the cost of the jutsu. **Luminosity:** At 3rd level, you gain a special resource referred to as Lumen. You have an amount of Lumen equal to your Charisma modifier + your proficiency bonus. When a creature other than yourself would make an attack, save, or skill check within 30 feet of you, you may spend Lumen to increase the roll by the amount of Lumen spent as you give them a guiding light. At 7th level, you gain a new use for your Lumen. When you would deal Force damage, you may spend an amount of Lumen equal to the rank of the Jutsu cast (***D-Rank: 2, C-Rank: 4, B- Rank: 6, A-Rank: 8, S-Rank: 10***). When you do, you may heal a creature other than yourself within 30 feet of you by an amount equal to half the damage of the jutsu. You regain expended Lumen on a long rest. You can't use more Lumen than your Charisma modifier at a time (minimum of one). At 11th level, this increases to twice your Charisma modifier. **Enthralling Light:** Beginning at 7th level, the light within you disorients those that try to fight against it. Once per turn, when you inflict the blinded condition, you can spend 3 chakra to force the blinded creature to make a Constitution saving throw against your ninjutsu save DC, being slowed until the end of their next turn on a failed save. > ##### Yagamine Clan > The Team 7 version of the Toton Clan is a merge between the original Toton Clan and the Yagamine Clan created by Galen. You can Galen's Yagamine clan [here](https://drive.google.com/file/d/1O7F04TCPdWMDB_a-k-FCQH_RSudsLCPU/view). (Ed's link has expired so it's been replaced with Galen's for the time being.) \page ## Toton Clan Jutsu ### D-Rank #### Light Release: Blinding Strikes ___ **Classification:** Hijutsu **Rank:** D-Rank **Casting Time:** 1 Action **Range:** 30 feet **Duration:** Instant **Components:** HS, CM **Cost:** 5 Chakra **Keywords:** Hijutsu, Ninjutsu **Description:** You create a chakra construct of light of your own description (a giant fist, a sword, an arrow, etc.), striking your foes with it. Make a ranged ninjutsu attack against a creature you can see within range. On a hit, you deal 3d10 + your ninjutsu modifier in force damage. A creature hit with an attack must make a wisdom saving throw, becoming dazzled on a failed save. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, starting at B-rank, you can make two attacks, which can be directed to the same or different creatures. Starting at S-rank, you make 3 attacks. #### Light Release: Star Burst ___ **Classification:** Hijutsu **Rank:** D-Rank **Casting Time:** 1 Action **Range:** Self (30-foot radius sphere) **Duration:** Special **Components:** HS, CM **Cost:** 5 Chakra **Keywords:** Hijutsu, Ninjutsu **Description:** You emit a radiant light that illuminates everything nearby. This light extends 15 feet around you as bright light and an additional 15 feet as dim light. Choose between instant and lasting effects: **Instant:** This jutsu lasts until the end of the current turn. All creatures within the bright light must make a Wisdom saving throw. Those that fail end concentration on one jutsu they are concentrating on and become blinded until the end of their next turn. **Lasting:** This jutsu lasts for 10 minutes. Jutsu that create darkness of the same rank or lower cannot produce darkness within this light. **At Higher Ranks:** For each rank you cast
this jutsu above D-Rank, increase the cost by 3,
the dim light by 5 feet and the bright light by 5 feet. ``` ``` #### Light Release: Light's Undoing ___ **Classification:** Hijutsu **Rank:** D-Rank **Casting Time:** 1 Action **Range:** Self (15ft Radius) **Duration:** Instant **Components:** HS, CM **Cost:** 5 Chakra **Keywords:** Hijutsu, Ninjutsu, Medical **Description:** You expell your radiant chakra in an aura, undoing the binds around others. Choose a number of creatures within 15 feet of you. They regain a number of hit points equal to 2d6 + your ninjutsu modifier. Additionally, if they are prone, grappled, or restrained, the condition ends. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the number of hit points each target regains by 2d6. If cast at B-Rank or higher, you can instead cast this jutsu as a Reaction, when a creature within 15 feet of you would be restrained, grappled or fall prone. If cast at S-Rank, you can also end the stunned, paralyzed, or incapacitated condition on affected creatures. #### Light Release: Searing Light ___ **Classification:** Hijutsu **Rank:** D-Rank **Casting Time:** 1 Bonus Action **Range:** Touch **Duration:** Concentration, up to 1 minute **Components:** W (Any), CM **Cost:** 5 Chakra **Keywords:** Hijutsu, Ninjutsu **Description:** (You cannot lose concentration on this jutsu as a result of damage.) You mold your chakra onto a creature you touch, coating it in burning light, turning it into a radiant beacon. Once per turn, weapon attacks made by the creature deal an additional 1d8 force damage. A creature damaged this way must succeed a Constitution saving throw, gaining one rank of burned on a failed save. For the duration, the creature emits bright light to a 10-foot radius and dim light for an additional 10 feet. A creature can set this light on or off as a bonus action. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage by 1d8. \page ### C-Rank #### Light Release: Radiant Shield ___ **Classification:** Hijutsu **Rank:** C-Rank **Casting Time:** Reaction, when taking damage **Range:** Self **Duration:** 1 Round **Components:** HS, CM **Cost:** 9 Chakra **Keywords:** Hijutsu, Ninjutsu, Clash **Description:** Before taking damage, you form a shield of pure white chakra to float in front of you. You increase your AC by +4 until the start of your next turn. In addition, this shield disperses attacks that hit it head-on. It has advantage on clash checks against jutsu with an area of line or cone. If this jutsu as a reaction to a line or cone, it starts a clash, regardless of keywords. #### Light Release: Rekindle Soul ___ **Classification:** Hijutsu **Rank:** C-Rank **Casting Time:** Reaction to a creature within range taking damage **Range:** 30 feet **Duration:** Instant **Components:** HS, CM **Cost:** 9 Chakra **Keywords:** Hijutsu, Ninjutsu **Description:** When a creature within range would be damaged, you may use your reaction cover them in a splendid light which closes their wounds. The target creature regains hitpoints equal to 3d8 + your Ninjutsu Ability modifier, and until the start of your next turn, they heal 1d8 + your Ninjutsu Ability modifier whenever they would take damage. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost by 3 and the initial healing by 1d8. ``` ``` #### Light Release: Swords of Light ___ **Classification:** Hijutsu **Rank:** C-Rank **Casting Time:** 1 Bonus Action **Range:** Self **Duration:** Concentration, up to 1 minute **Components:** HS, CM **Cost:** 8 Chakra **Keywords:** Hijutsu, Ninjutsu **Description:** You use your chakra to create four chakra constructs of light of your own description (traditionally they are swords, but they can be anything from swords, to fish, to even giant confections) that hover in your space. When all of the constructs are expended, this jutsu ends. While you have at least one of these constucts around you, you can use any of the following effects, using the proper actions. **1 Action:** You make a melee ninjutsu attack, swinging one of the constructs at a creature within 5 feet of you, dealing 5d6 + your ninjutsu modifier force damage. If you have at least two of these weapons active, you can use your bonus action to make another of these melee ninjutsu attacks. If you score a critical hit with any of these attacks, you add an additional die to the critical hit damage. **1 Action:** You make a ranged ninjutsu attack against a target you can see within 90 feet of you, dealing 4d8 + your ninjutsu modifier force damage. Regardless of a hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw, taking 4d6 force damage and being dazed on a failed save. This expends one of the constructs. **1 Bonus Action:** You put your construct in a defensive stance. You gain a bonus to AC equal to half the amount of Construct you have. If you would take a critical hit, you lose 2 constructs and threat it as a normal hit. **Full Turn Action:** You expend all of your constructs, compressing them into a small bead of power, which you then unleash in a giant beam. Each creature in a 90-foot cone         originating from you must make a            Constitution saving throw, taking 4d8 +            a number of additional d8s equal to              the number of constructs              remaining. A creature who fails               this saving throw also becomes               blinded.              **At Higher Ranks:** For each              rank you cast this jutsu above              C-Rank, increase the cost of                this jutsu by 3 and the number              of constructs you create by 1. \page ### B-Rank #### Light Release: Armor of Light ___ **Classification:** Hijutsu **Rank:** B-Rank **Casting Time:** 1 Action **Range:** self (30 feet radius) **Duration:** Concentration, up to 1 minute **Components:** HS, CM **Cost:** 14 Chakra **Keywords:** Hijutsu, Ninjutsu, Medical **Description:** (You cannot lose concentration on this jutsu as a result of damage.) You form your chakra into a suit of armor that radiates light. For the duration, you gain the following: - DR against non-psychic damage equal to your ninjutsu modifier. - Resistance to force and necrotic damage - You radiate bright light out to 30 feet, and dim light for an additional 30 feet. In addition, allied creatures, other than yourself, within 30ft of you gain the following: - Resistance to force and necrotic damage - Regain 2d8 hit points at the start of each of their turns. ``` ``` #### Light Release: Wall of Radiance ___ **Classification:** Hijutsu **Rank:** B-Rank **Casting Time:** 1 Action **Range:** 120 feet **Duration:** Concentration, up to 1 minute **Components:** HS, CM, CS **Cost:** 12 Chakra **Keywords:** Hijutsu, Ninjutsu, Fuinjutsu **Description:** Using a chakra seal as its base, you conjure a wall of brilliant light at a point you can see within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright lightout to 120 feet and dim light for an additional 120 feet. You do not need to spend chakra to maintain concentration on this jutsu. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 5d10 force damage and gains 1 rank of the burned condition. A creature that ends its turns in the wall's area takes 5d10 force damage. Until the jutsu ends, you can use an action to fire a beam of light from the wall at one creature you can see within 60 feet of it. Make a ranged ninjutsu attack. On a hit, the target takes 5d10 force damage and gains a rank of burned. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the jutsu ends. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and the initial damage by 2d10. ### A-Rank #### Light Release: Aura of Radiance **Classification:** Hijutsu **Rank:** A-Rank **Casting Time:** 1 Action **Range:** Self (30 feet) **Duration:** Concentration, up to 1 minute **Components:** HS, CM **Cost:** 20 Chakra **Keywords:** Hijutsu, Ninjutsu **Description:** Brilliant light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this jutsu shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on all attacks against them until the jutsu ends. Additionally, once per turn, when an affected creature is hits by an attack, the light flares and the attacker must make a Wisdom saving throw, taking 6d6 force damage and being blinded on a failed save. \page ## Toton Clan Feats ### Healing Light **Category:** Clan **Prerequisite:** Toton Clan **Description:** You have learned to heal other creatures by channelling your light further. Granting you the following: * Increase your Intelligence or Charisma by 1, to a max of 20. * You may use Charisma, instead of intelligence, as your Ninjutsu Casting Ability modifier for Toton clan Hijutsu. * You can learn and cast Jutsu with the Medical Keyword to your Jutsu list. If you already could, you learn one jutsu with the Medical Keyword of your choice. * Medical Jutsu that restores hitpoints, count as a Toton Hijutsu for you. ### Paladin's Aid **Category:** Clan **Prerequisite:** Toton Clan, level 8+ **Description:** Your righteous power reveals itself as a source of light, using your blessed abilities to help and heal. You gain the following benefits: + You gain 1 additional Lumen. + You can use your **Sacred Touch** feature a number of times per rest equal to your proficiency bonus. + You can use your **Sacred Touch** to remove one Elemental or Physical Condition. ### Personable Brilliance **Category:** Clan **Prerequisite:** Toton Clan, level 4+ **Description:** Light resides just beneath your skin, able to be pulled from easier than ever before. Granting you the following: * Increase your Charisma Score by 1, to a max of 20. * You gain 1 additional Lumen. * When you expend Lumen to increase a creature's roll, they gain temporary hitpoints equal to your Charisma Modifier + the amount of Lumen Expended. These temporary hitpoints stack with other temporary hitpoints given by you. \page
##### Latent Toton | Bloodline Ability Name | Bloodline Point Cost |Ability description| |:----------------------|:--------------------:|:-| | **Latent Sacred Touch I** | 2 | You gain the 1st level version of the **Sacred Touch** clan feature, which restores hit points equal to half your charisma score. | | **Latent Sacred Touch II** | 3 | (You must have **Latent Sacred Touch I**) Beginning at 3rd level, your **Sacred Touch** Heals a number of hit points equal to your charisma score. | | **Latent Sacred Touch III** | 4 | (You must have **Latent Sacred Touch II**) Beginning at 7th level, your Sacred Touch can also removes one elemental condition. | | **Latent Dazzling Brilliance I** | 3 | When you affect an allied creature, other than yourself, with a Toton clan hijutsu, the creature gains advantage on the next saving throw they make, before the jutsu ends. | | **Latent Dazzling Brilliance II** | 3 | (You must have **Latent Dazzling Brilliance I**) Starting at 11th level, creatures affected by your **Dazzlng Brilliance** also add half your charisma ability modifier to their next saving throw. | | **Latent Luminocity I** | 2 | Beginning at 3rd level, you gain the 3rd level version of the **Luminosity** feature, with Lumen equal to your charisma modifier. | | **Latent Luminocity II** | 3 | (You must have **Latent Luminocity I**) Starting at 11th level, you gain the 7th level version of **Luminosity**. | | **Latent Enthralling Light** | 4 | Starting at 15th level, you gain the **Enthralling Light** clan feature, which cost 5 Chakra to use. | | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Toton Clan Hijutsu | | **C-Rank Hijutsu** | 2 | (You must have **D-Rank Hijutsu**) You gain the ability to learn C-Rank Toton Clan Hijutsu | | **B-Rank Hijutsu** | 3 | (You must have **C-Rank Hijutsu**) You gain the ability to learn B-Rank Toton Clan Hijutsu | | **A-Rank Hijutsu** | 3 | (You must have **B-Rank Hijutsu**) You gain the ability to learn A-Rank Toton Clan Hijutsu | | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Toton Clan as a Prerequisite |
\page ## [Vermillion Clan](https://drive.google.com/file/d/1OTsXI6ezyBS_Bew4I5DADCQhitO9V9af/view) ***Creator:*** *SheikHatake*
*“Scorch marks line the battlefield, as a group of people stand around looking down at what appears to be a charred corpse. Gloomy faces stare down at what one can only assume used to be their comrade, burnt beyond recognition. Having just defeated ‘In the end I guess she finally got that fight she wanted huh?’ the oldest amongst the group speaks up, breaking the sullen silence. The group turns to leave, and in the distance spots a fiery headed woman, running towards the group, her vermillion hair covered in soot. ‘Holy Hell! Did you guys see that? That explosion sent me flying!’ The group stares dumbfounded ‘But......we thought you died! That you used your clan’s secret technique....’ The vermillion haired girl just smiles. ‘For that guy? No way, he was a piece of cake! Besides do you really think I’d be enough to kill me?’ ”*
*—Misaki Vermillion*
*Vermillion Flames, Ch 12 excerpt*
### Heart of a Lion The Vermillion clan hails from the Land of Fire, named after their fiery hair and tempers, often seen as wild and rambunctious, other clans were weary of approaching them. The Vermillion clan was originally a nomadic tribe that very slowly came to terms with the thought of joining arms with other clans to make up a village. However, now in the modern day where the Vermillion clan has joined forces with others, they see them as nothing less then extensions of their family and will fight to the death to protect their new comrades. #### Vermillion Traits **Ability Score Increase:** +2 Strength, +1 Constitution or Charisma
**Speed:** Your base walking speed is 30 feet
**Skill Proficiency:** Athletics, Martial Arts
Fire Release Affinity: You gain Fire Release Affinity (You can learn jutsu with the Fire Release Keyword)
**Fire Literacy:** You reduce the ability score requirement to learn and cast Jutsu with the Fire Release keyword by 2. #### Vermillion Traits   **Fire Fist Stance:** At 1st level, you gain the signature fighting style of the Vermillion clan which makes maximum use of your volatile fire chakra. While in this stance, your unarmed damage becomes 1d8 and deals fire damage, and your unarmed attacks gain the Blazing trait. Your unarmed damage increases to 2d8 at 11th level. You can gain the benefits of this stance while benefiting from other stances. At 7th level, when you cast a Vermillion clan Hijutsu while in this stance, you can apply the effects of the Blazing trait to the jutsu. > ##### Blazing Trait > Weapons with the Blazing trait deal an additional +2 damage for each rank of Burned the target has, once per turn. ``` ```   **On Fire!:** When you start, you can’t be stopped. Starting at 1st level, you gain a special resource called ***Flame Die***, which are d6’s. You can have a maximum number of Flame Die equal to your proficiency bonus and gain Flame Die in the following ways, and you lose all remaining Flame Die at the end of combat: - When you deal fire damage or damage with a Vermillion Clan Hijutsu you gain 1 Flame Die. You can only gain ***Flame Die*** this way once per action. - When you reduce a hostile creature to 0 hit points you gain 2 Flame Die. - You gain 1 Flame Die when you reach 75%, 50%, and 25% of your maximum hit points, and 2 Flame Die when you reach 10% of your maximum hit points. You can only gain ***Flame Die*** from each of these triggers once per combat. - As a free action, you can lower your Unarmed Damage die by 1 step for the rest of combat to immediately gain 1 ***Flame Die***. (min 1d4) You can spend Flame Die once per turn in the following ways: - When you would deal Fire damage you can spend any number of ***Flame Die***, adding them to the damage roll. - If you fail to deal damage with a Vermillion clan Hijutsu, you can spend 3 ***Flame Die*** to immediately recast the jutsu as a Bonus Action. - When you would take damage, you can as a Reaction, spend up to 3 ***Flame Die***, gaining Temporary Hit Points equal to the result times 5, until the start of your next turn. - As a Bonus Action, you can spend 2 ***Flame Die*** to increase your Unarmed Damage by 1 step for the rest of combat. (max d12)
##### Fuegoleon
Vermillion [Ragnarok Scanlation](https://www.deviantart.com/elkekazo/art/Fuegoleon-Vermillion-Black-Clover-white-bg-766060735)
\page   **Fire With Fire:** Beginning at 3rd level, you are living proof that the adage “fight fire with fire” couldn’t be more wrong. You gain resistance to Fire Damage and Immunity to environmental conditions that deal Fire damage or rely on heat. At 11th level, you gain immunity to the Burned condition, and at 18th level gain immunity to Fire damage. **Fuel for the Fire:** Starting at 7th level, you’ve learned how to add more fuel to the fire burning in your chest. When you would gain a Flame Die, you can choose to gain an additional Flame Die. You can do this once per short rest. At 18th level, this increases to twice per short rest. Additionally, you gain two new ways to use Flame Die: - When you cast a Vermillion Clan Hijutsu, you can spend two ***Flame Die***, rolling one and reducing the cost by half the result rounded up. - When you cast a jutsu that deals Fire damage, you can spend 2 ***Flame Die*** to deal double damage to constructs and structures. If the structure is comprised of mostly wood or other plant matter, you instead deal 4x damage. **Baptism by Fire:** Beginning at 11th level, the fire you create inherits your burning passion, growing brighter than any other. When you inflict the Burned condition, the maximum number of ranks increases to 10, and the DC to extinguish the flames increases to 18. Additionally, if the burned target attempts to extinguish the flames by submerging themselves in water, the extreme heat meeting with the water causes an explosion of steam. Any creature within 15 feet of the extinguished target must make a Dexterity saving throw taking Force damage equal to the damage of the Burned condition inflicting the target The extinguished creature automatically fails this save. **Burn It Down:** At 15th level, you have mastered the flame like no other, just so you can burn it all away. When you spend Flame Die, you instead gain the following effects. - When you would deal Fire damage you can spend any number of ***Flame Die***, adding them to the damage roll, and dealing an additional 1 damage for each Flame Die spent. - If you fail to deal damage with a Vermillion clan Hijutsu, you can spend 2 ***Flame Die*** to immediately recast the jutsu as a Bonus Action. - When you would take damage, you can as a Reaction, spend any number of ***Flame Die***, gaining Temporary Hit Points equal to the result times 8. - As a Bonus Action, you can spend 3 ***Flame Die*** to increase your Unarmed Damage by 2 steps for the rest of combat. (max d12) - When you cast a Vermillion Clan Hijutsu, you can spend 1 ***Flame Die***, rolling it and reducing the cost by half the result rounded up. - When you cast a jutsu that deals Fire damage, you can spend 2 ***Flame Die*** to deal triple damage to constructs and structures. If the structure is comprised of mostly wood or other plant matter, you instead deal 6x damage. **Smoldering Embers:** Finally at 18th level, the fire in your heart shines so bright that not even you can kill you. When the jutsu “Cremate the Self” ends you no longer die immediately, instead you are reduced to 1 Hit Point and fall unconscious, badly charred. After using this feature, you cannot cast “Cremate the Self” until you have spent 5 straight weeks of downtime recovering the damage. Additionally, when you would spend ***Flame Die*** to cast Kindle the Soul, Smolder the Body, Ignite the Soul, and Cremate the Self, in sequential order as an Action, Bonus Action, Reaction, and Free Action respectively, you may take an additional turn immediately after your turn ends. You can only gain this turn once per combat. \page ## Vermillion Clan ### D-Rank #### Fan the Flames **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Instant
**Components:** CM, M
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release, Medical **Description:** Fueled by your blazing chakra and hot headedness you turn fear and doubt into unbridled passion. When you cast this jutsu, choose one type of *Mental* condition you are inflicted with as a result of a jutsu of equal rank or lower, removing all ranks of the selected condition. The next Vermillion Hijutsu you cast deals an additional 1d6 damage for each rank of a condition removed. You can spend ***Flame Die*** as part of the casting of this jutsu choosing an additional condition for each die spent. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3, and the rank of condition you can remove by 1. #### Flame Vent **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self (15 feet)
**Duration:** Instant
**Components:** CM, M
**Cost:** 3 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release
**Description:** You vent some of the excess heat you produce in an attempt to try and damage those surrounding you. All creatures of your choice within range must attempt a Dexterity saving throw, taking 2d6 + your Taijutsu modifier and gaining 1 rank of burned on a failed save or half as much damage and no other effects on a success. You can spend 1 ***Flame Die*** to change the range of this jutsu to a 15-foot cone, or a 30-foot long 5-foot-wide line. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3, the range by 5 feet, and the damage by 2d6+2. ``` ``` #### Blaze Blitz **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release
**Description:** You unleash a salvo of flaming blows on an opponent. Make a melee Taijutsu attack against a creature within range. On a hit you deal your unarmed damage + 2d6 Fire damage. You can spend 2 ***Flame Die*** to make an additional attack, up to 4 times. Additional attacks do not add your modifier to damage. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3, and the damage by 1d6+1 #### Kindle the Mind **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration: **Concentration, up to 1 minute
**Components:** CM, M
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release
Description: You funnel your blazing chakra into your brain, increasing your concentration and awareness as your eyes become ablaze. For the duration of this jutsu you gain a +2 to your AC, you cannot lose concentration on jutsu with the Fire Release keyword as a result of taking damage, and all Vermillion clan Hijutsu you cast reduce their cost by 1. (min 1) When you cast this jutsu you can spend 2 ***Flame Die*** to immediately cast *Smolder the Body* as a Bonus Action if it is on your Known Jutsu List. \page ### C-Rank #### Cinder Lord Strike **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release, Clash
**Description:** You store a massive amount of chakra into your fist igniting it in vermillion flames, before slamming it into your opponent. Make a melee Taijutsu attack, dealing your unarmed damage + 3d8. On a successful hit you funnel your chakra into your opponent’s body causing flames to spew forth from within. All creatures within a 60 foot long 5 feet wide line must make a Dexterity saving throw taking 5d4+5 fire damage on a failed save, or half as much on a success. You can spend up to 4 Flame Die to increase the size of the line by 10 feet in length and 5 feet in width per Flame Die spent. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost by 3, and the damage by 2d8+2 and 1d4+1. ``` ``` #### Combustion Combo **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release, Combo
**Description:** You ignite your fist and consume yourself in flame, teleporting to your targets. Make two melee Taijutsu attacks on creatures of your choice within range dealing your Unarmed Damage + 2d8 and the target must make a Constitution saving throw, gaining 1 rank of burned on a failure, you then end this action in an adjacent space to the final target of the jutsu. 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. You can spend 3 Flame Die to instead target a 30-foot cone, instead making a melee Taijutsu attack on each creature of your choice in the cone, and choosing to appear in any unoccupied space in the cone at the conclusion of the jutsu. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost by 3, and the damage by 1d8+1 #### Smolder the Body **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM, M
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release
**Description:** You send blazing chakra evenly throughout your chakra pathways, increasing the strength of your muscle and bone as your body becomes hot to the touch, letting off cinders. For the duration of this jutsu you gain a +30-foot bonus to your movement speed, and when you cast a Vermillion clan Hijutsu you deal an additional 2d8+2 damage up to twice per casting. If you cast this jutsu while gaining the benefits of **Kindle the Mind**, you no longer need to maintain concentration on that jutsu instead gaining all the benefits for the duration of this jutsu, and increase the chakra cost reduction by 1. When you cast this jutsu as a Bonus Action you can spend 2 Flame Die to immediately cast **Ignite the Soul** as a Reaction if it is on your Known Jutsu List. \page ### B-Rank #### Pyro's Finish **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release, Finisher
**Description:** You grab a target in range by their face, igniting their body in flame and slamming them into the ground. Make a melee Taijutsu attack against a creature in range, dealing your Unarmed Damage + 5d8, inflicting 1 rank of burn and knocking them prone on a hit. If this jutsu is used as a ***Finisher*** after slamming the
target into the ground, a pillar of
flame rises from the crater. All
creatures in a 15-foot wide,
60-foot-tall cylinder other than
yourself must make a Dexterity
saving throw, taking 4d6 Fire
damage on a failure or half as
much on a success. The initial
target has disadvantage on this saving
throw. You can spend 2 Flame Die when you
cast this jutsu as a finisher to instead
cause the secondary effect to target all creatures in a
30-foot radius other than yourself. **At Higher Ranks:** For each rank you cast this jutsu
above B-Rank, increase the cost by 3, and the damage by 2d8+2 and 1d6. #### Ignite the Soul **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** CM, M
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release
**Description:** You ignite your soul, causing your chakra
to become visible outside of your body consuming you
in a raging inferno. For the duration of this jutsu, you
ignore resistance to Fire and treat Immunity as Resistance. Also due to the intensity of the flames, whenever you would inflict a rank of burned you inflict an additional rank. If you cast this jutsu while gaining the benefits of Kindle the Mind and Smolder the Body, you no longer need to maintain concentration on those jutsu instead gaining all the benefits for the duration of this jutsu, and increase the chakra cost reduction by 1. When you cast this jutsu as a Reaction, you can spend 2 Flame Die to immediately cast Cremate the Self as a free action if it is on your Known Jutsu List. \page ### A-Rank #### Cremate the Self **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** 1 minute
**Components:** CM, M
**Cost:** 18 Chakra
**Keywords:** Hijutsu, Taijutsu, Fire Release
**Description:** You invoke the forbidden jutsu of the Vermillion clan, becoming the inferno itself. You can only cast this jutsu if you are currently benefiting from the Kindle the Mind, Smolder the Body, and Ignite the Soul Hijutsu. Those jutsu immediately end and you gain the following benefits for the duration of this jutsu: - You gain a +5 bonus to your AC - You cannot lose concentration on jutsu with the Fire Release keyword, and can concentrate on an additional jutsu so long as all jutsu you are concentrating on have the Fire Release keyword. - When you deal damage with a Vermillion clan Hijutsu, you deal an additional 4d10+4 damage. - You ignore resistance and immunity to Fire damage. - When you would inflict the Burn condition, you inflict an additional 2 ranks. - Vermillion clan Hijutsu reduce their cost by 5, to a minimum of 1. - You gain resistance to all damage except cold. When this jutsu ends you die, leaving nothing behind and being unable to be revived as the flames scatter into the wind. At the end of every turn, you can choose to spend 1 Flame Die to extend the duration of this jutsu by 1 round, to a maximum of 10 minutes. You cannot gain the benefits of Kindle the Mind, Smolder the Body, or Ignite the Soul while under the effects of this jutsu. \page ## Vermillion Clan Feats ### Blazing Armaments **Category:** Clan
**Prerequisite:** Vermillion Clan
You have learned how to imbue weapons with your blazing chakra. - Increase your Strength or Dexterity score by 1, to a maximum of 20. - As a Bonus Action, you can spend 1 Flame die to give a weapon you are wielding the Blazing trait and change its damage to Fire for the next minute. - You can use the On Fire feature to increase or lower the weapon’s damage die in place of your unarmed damage die on any weapon with the Blazing trait. - If you are wielding a weapon with the Blazing trait when you cast a Vermillion Hijutsu that has the Taijutsu keyword you can replace the Taijutsu keyword with the Bukijutsu keyword. The jutsu gains the weapon component, and replaces any unarmed damage with weapon damage. - At 7th level, Vermillion clan Hijutsu you cast while wielding a weapon with the Blazing trait gain the benefit of the trait. ``` ``` ### Efficient Embers **Category:** Clan
**Prerequisite:** Vermillion Clan, Level 4+
You are becoming a master of fire shaping being able to utilize your flames much more efficiently. - Increase your Strength or Constitution score by 1, to a maximum of 20. - When you roll initiative, you gain 2 Flame Die. - When you would roll a clash check with a fire release jutsu, your opponent can never have advantage on the roll. ### Infernal Inferno **Category:** Clan
**Prerequisite:** Vermillion Clan, Level 12+
You are becoming a master of fire shaping being able to utilize your flames much more efficiently. - You can hold an additional number of Flame Die equal to half your proficiency bonus rounded up. - When you cast a Vermillion clan jutsu that deals damage, increase the damage by your proficiency bonus once per casting. - You can sacrifice vitality to gain more flames. As a bonus action, you can spend up to 5 Hit or Chakra dice to gain Flame Die. If sacrificing Hit Die, you gain 1 Flame Die for each Hit Die sacrificed. If sacrificing Chakra Die you gain 2 Flame Die for each Chakra die sacrificed. You can only choose to sacrifice one type of die with the same action. \page
##### Latent Vermillion | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent On Fire I** | 3 | Beginning at 3rd level, you gain flame die, which are d6’s. You can gain a flame die if you deal fire damage or damage with a Vermillion Clan Hijutsu. You only gain one flame die per action. You can have a maximum amount of flame die equal to half your proficiency bonus and lose any remaining flame die at the end of combat. Choose one ability from the On Fire clan feature which you can spend your flame die on. | | **Latent On Fire II** | 3 | *(You must have **Latent On Fire I**)* Beginning at 7th level you can select one additional ability from the On Fire clan Feature that you can spend your flame die one. You also gain a flame die if you reduce an opponent to 0 hit points. | | **Latent Fire Fist Stance I**| 3 | Starting at 3rd level, you gain an inferior version of the Fire Fist Stance. This stance makes your Unarmed Damage a d6, deals fire damage, and has the Blazing Trait. | | **Latent Fire Fist Stance II** | 3 | *(You must have **Latent Fire Fist Stance I & D-Rank Hijutsu**)* Beginning at 11th Level, when you cast a Vermillion Hijutsu while benefiting from the Fire Fist Stance, the Hijutsu gains the benefits of the Blazing trait. | | **Latent Fire Fist Stance III** | 2 | *(You must have **Latent Fire Fist Stance I & D-Rank Hijutsu**)* Beginning at 18th Level, your unarmed damage becomes 2d6 while in the Fire Fist Stance. | **Latent Fire with Fire I** | 3 |Beginning at 7th Level, you gain resistance to Fire Damage and Immunity to environmental hazards that deal Fire Damage or rely on Heat.. | **Latent Fire with Fire II** | 3 | *(You must have **Latent Fire with Fire I**)* Beginning at 15th Level, you gain immunity to the Burning Condition. | **Latent Burn It Down I** | 2 | *(You must have **Latent Fire with Fire II**)* Beginning at 18th Level choose one of the abilities you chose with Latent On Fire I & II, it gets its upgraded version from the Burn It Down Feature. | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Vermillion Clan Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Vermillion Clan Hijutsu. | **B-Rank Hijutsu** | 3 | *(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Vermillion Clan Hijutsu. | **A-Rank Hijutsu** | 3 | *(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Vermillion Clan Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Vermillion as a prerequisite.
\page ## [Wukong Clan (Low-Class)](https://drive.google.com/file/d/1BDnU3eDpM8Lt_dYPv53T290zKonyh6Gj/view) ***Creator:*** *Blasteroid*
*A group of gleeful bandits decide to take a short rest after running from the village they had just stolen from an hour prior. "Look at this haul Toriyama!" "Yeah you're right Toyotaro, with all this gold we'll be swimming in Ryo forever!" As they celebrate with their bounty, they hear an approaching child's voice calling out to them. A young boy, no older than 8 years old comes to a quick stop before them. The two thieves look at each other in confusion. "Hey." The boy says. "Are you the guys who took my grandpa's treasure just now?" The two thieves snicker. "Yeah, we did." "What do you think you're going to do about it kid? Beat it." The two thieves begin to pack up their haul. "Oh, well that stuff is really important to me so I'll need it back." One of the thieves brandishes a knife. "Listen kid, why don't you just walk away before you get hur-" In a flash, the young boy jumps high into the air and slams down a quarterstaff onto the head of one of the thieves, knocking him out instantly. The other thief is quickly taken aback, before charging at the boy. The boy quickly dodges and kicks the thief in the back, knocking him into a tree, unconscious. "Sorry guys! I wasn't really asking!" The boy says, running back to his home with the stolen goods in toe. *
-- *Retired Shinobi Gohan*
* Journey to the West, Ch. 1 excerpt.*
### Battleborn Spirit The Low-Class Wukong are one of two factions within the Wukong family. They are perceived as failures by the Elite faction due to the Low-Class losing the ability to manifest the iconic kekkei-genkai of the Wukong Clan, the Wukong Tail. It is perceived that this occurred due to a disconnect between the Low-Class and the roots of the Wukong ancestor. Despite this, the Low-Class Wukong have innovated and evolved. #### Wukong Traits **Ability Score Increase:** +2 Dex or Int, Con +1 (Your Choice) **Speed:** Your base walking speed is 35ft.
**Skill Proficiencies:** Ninshou; Pick one of the following skills: Martial Arts or Acrobatics
**Weapon Proficiencies:** Quarterstaffs
#### Wukong Features  **Primal Technique Remnants:** The Low-Class Wukong 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. **Wukong Agility:** Starting at 1st level, you gain a climbing speed equal to your walking speed and while in difficult terrain, your movement speed is increased by half until you exit the area designated as difficult terrain. At 7th level, you ignore difficult terrain and you have advantage on checks and saving throws against hostile effects that would reduce your movement speed in any way. **Latent Zenkai Boost:** Beginning at 7th level the power of your bloodline intensifies, reaching its peak whenever you would be close to your demise. Once per long rest, when you are reduced to 0 hit points and are healed for at least 1 hit point, you gain temporary hit points equal to triple your level and gain a number of Adaptability Die equal to half your max. **Quick Adaptability:** Not being as blessed as the Elite faction, the Low-Class Wukong have honed their instincts to give them more of an edge in battle through martial arts and quick thinking, as opposed to having their iconic energy. Starting at 3rd level, you gain a special form of die known as ***Adaptability Die*** (d4s). You may hold a maximum number of these die equal to your proficiency bonus. You gain one die by performing any of the following actions in combat; - Successfully landing an attack, without spending an Adaptability die. You can gain a number of die this way equal to half your proficiency bonus, per turn. - Using your reaction to either, reduce incoming damage in some way by at least half, or launch a counterattack. - When an attack misses you or you succeed a Dexterity saving throw, while using the dodge action. - When you defeat or KO an enemy. - Once per combat, when you would first become *Bloodied*. - Succeeding a roll where you would have disadvantage or roll with a penalty as the result of a hostile creature. ___ Once per turn you may use these die in the following ways; - **Adaptive Attacks:** You can spend 1 die when you make a melee attack roll, adding the die to the result. - **Adaptive Evasion:** Once per round, when you have less than your max hit points, you can spend 1 die and raise your AC half the result (Min. 1), until the start of your next turn. - **Adaptive Expertise:** When you would make a saving throw, you can spend 1 die and add it to the result if you aren't fully proficient, or half if you are proficient (Min. 1). - **Adaptive Skillset:** As a reaction, when a creature would cast a jutsu, you can attempt to copy it by spending 1 die. You must have access to all of the jutsu's keywords and the jutsu can be no more than your highest rank jutsu known in order to attempt this. Roll a d20 and add the result of the die. This roll cannot benefit from any bonuses to the roll outside of this feature. If the result is higher a 12 or higher, you successfully learn the jutsu until you complete a short rest, and the Downtime needed to learn said jutsu is reduced by 3 weeks. Once you successfully copy a jutsu, you cannot do so again until you complete a long rest. - **Adaptive Spirit:** Whenever you possess a *Physical* or *Mental* condition from a hostile source, at the start of your next turn you can spend 1 die to repeat the roll you failed to gain the condition, adding the die to the result, removing the condition on a success. Each time you fail to remove the condition this way, your Adaptability die increases by 1 step for this feature only. If there was such
no roll to gain this condition, you can spend
1 die and end the condition on a 4. ___ At the conclusion of a rest, you lose all
Adaptability Dice. At 11th level, you can use
up to two of these features per turn. At 15th
level, twice per short rest when you would
use an Adaptability Die feature, you can
spend an additional die to calculate
your results. At 18th level, you
always begin combat with an
amount of Adaptability die
equal to half your maximum. \page ## Low-Class Wukong Jutsu ### D-Rank #### Chakra Recharge **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Full Turn Action
**Range:** Self
**Duration:** Instant
**Components:** HS, CM
**Cost:** *Special*
**Keywords:** Hijutsu
**Description:** You take in a deep breath and pull chakra from the environment, generating an aura of chakra around you of your chakra color. You may spend a number of Chakra Die up to half your level. For each chakra die spent, roll 2 Adaptability Die (this does not spend any). You gain the result of all die rolled + 1 for each Adaptability Die rolled, as chakra. If regaining chakra this way goes beyond your maximum, the difference becomes temporary chakra. #### Meteor Smackdown **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** M
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Taijutsu, Combo
**Description:** You launch a flurry of punches and kicks at an opponent within range. Make 3 melee taijutsu attacks. On each hit, you deal your unarmed damage + 1d4, but you do not add your ability modifier to the damage rolls. If you hit with at least 2 of your attacks the target must succeed a Constitution saving throw or become unable to take reactions until the end of the turn. If you hit with all 3 attacks, this
save is made at disadvantage. 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. **At Higher Ranks:** For each rank you
cast this jutsu above D-Rank,
increase the cost of this jutsu by 3,
the damage die by 1 step
(d4that the target may have on each hit. If cast to
B-Rank or higher, this jutsu deals an additional
die of damage on each hit. ``` ``` #### Primal Chakra Wave **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot line)
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Clash
**Description:** You take a charging stance, cupping both your hands together and bringing them behind you at your side. Chakra collects between your palms, generating a powerful sphere in between them. While concentrating on this jutsu, both your hands are occupied and cannot form hand signs. You do not need to expend chakra to maintain concentration of this jutsu, and can stop concentrating on it at any point. Starting from your next turn, you may use your action to fire a 30-foot long, 5-foot wide beam of chakra at a target. Make a ranged ninjutsu attack against a target within range, dealing 5d6 force damage on hit. All creatures whose space your line passes through become a target of this jutsu, comparing their AC vs your attack result. If you score a critical hit with this jutsu, only your original target suffers the effects of the critical hit. **Charge:** At the start of consecutive turns after casting this jutsu, you can choose to delay attacking with this jutsu, instead spending your action to continue charging the attack. For each turn you spend charging this jutsu, it deals an additional die of damage, and increases the damage dealt by 1 step. You can charge this jutsu a number of times equal to half your proficiency bonus before this jutsu ends early. **At Higher Ranks:** For each rank above D-Rank, increase the cost of this jutsu by 3, the damage by 2d6, and the length by 10 feet. If upcast to at least C-Rank, you can attack with this jutsu the turn you cast it. If upcast to B-Rank, increase the width of the line by 5 feet. If upcast to S-Rank, increase the width of the line by 5 feet. #### Solar Flare **Classification:** Hijutsu
**Rank:** D-Rank
  **Casting Time:** 1 Bonus Action
  **Range:** Self (15-foot radius)
    **Duration:** Instant
    **Components:** HS, CM
        **Cost:** 3 Chakra
        **Keywords:** Hijutsu, Ninjutsu
          **Description:** You quickly put your hands to       your forehead and shut your eyes before        generating an incredibly bright light. Each        creature within range in all directions that        sees the light must succeed a Wisdom saving         throw or become Blinded and Dazzled         until the end of their next turn.        **At Higher Ranks:** For each rank you cast         this jutsu above D-Rank, increase the cost         of the jutsu by 3. For each rank upcast,         choose between one of the following         options; Increase the radius by 15ft, or          impose a -1 penalty on creatures who           make the Wisdom saving throw. \page ### C-Rank #### Primal Chakra Disc **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (60 feet)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu, Taijutsu
**Description:** An iconic technique of the Low-Class Wukong, rumored to have been developed to counter a mythical power of the Elite Wukong. You channel chakra into your hand and raise it high, forming a large razor-sharp disc of energy. Make a ranged Ninjutsu attack against a creature within range. On hit, you deal 7d6 Slashing damage, which ignores temporary hit points. The target must also make a Constitution saving throw, gaining 2 ranks of bleeding on a failed save as the jutsu goes straight through them. Additionally, if you aim this jutsu at an extraneous appendage the target may have, such as a horn, tail, or tentacles, and deal at least 25 damage with this jutsu, the creature must make a Strength saving throw, losing said extraneous appendage on a failed save. **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 2d6. If upcast to A-Rank or higher, you can alternatively choose to command the Primal Chakra Disc like a drone, giving this jutsu a duration of Concentration, up to 1 minute. The drone has an AC equal to your Ninjutsu or Taijutsu Save DC, whichever is higher, and 1 hit point. As a bonus action on your turn, you can command the disc to move up to 60 feet and attack one creature as if you cast this jutsu at C-Rank. If the disc reaches 0 hit points, this jutsu immediately ends. You can also turn this jutsu into a drone upon missing a creature with the jutsu by spending 4 chakra. #### Spirit Shot **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action or 1 Reaction, which you take when you would be targeted by or take damage from an attack
**Range:** Self (10-foot radius)
**Duration:** Instant
**Components:** CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You concentrate chakra all around your body, extending out your arms as you send this energy outward all around you. If cast as an action, each creature within range must make a Dexterity saving throw, taking 6d6 force damage and being knocked back 20 feet on failure, or half as much damage and knockback on a success. If cast as a reaction, your energy becomes so potent that it forms a dense barrier around you. You gain resistance to the triggering damage type until the end of the attacking creature's turn and all creatures who are within 5 feet of you are knocked back 5 feet. For this duration, you are also immune to non-chakra enhanced damage. **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 2d6 or the knockback by 10 feet (pick one) if used as an action, or the knockback by 5 feet if used as a reaction. If upcast to A-Rank as a reaction, the resistance and immunity granted by this reaction lasts until the start of your next turn. #### Realm King Fist **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 Minute
**Components:** CM, M
**Cost:** 10 Chakra
**Keywords:** Hijutsu, Taijutsu
**Description:** You focus and briefly awaken the latent primal strength in your blood, dramatically increasing your heart rate and generating a prominent red aura around yourself. You cannot lose concentration of this jutsu as a result of taking damage, and you cannot concentrate on any jutsu other than Wukong hijutsu while this jutsu is active. Once per round, as a bonus action or reaction, you can upcast this jutsu by 1 rank by paying its upcast cost, up to a rank you are able to cast this jutsu to. This jutsu ends early if used in tandem with the ***Eight Inner-Gates***. For the duration you increase your movement speed by half, your Strength and Dexterity scores increase by +2 and your unarmed damage die becomes a 1d6 if it is not already or you do not possess unarmed damage die. If your unarmed damage is higher than a 1d6, increase your unarmed damage die by 1 step (1d6>1d8>1d10>1d12>2d6>2d8>2d10). **At Higher Ranks:** For each rank this jutsu is cast above C-Rank, increase the cost by 3. If this jutsu is cast at B-Rank or higher, you instead double your movement speed and increase your unarmed damage die by another step. If this jutsu is cast at A-Rank or higher, you instead triple your movement speed, your Strength and Dexterity increase by +4 instead, and increase your unarmed damage die
by another step. At this level and beyond, the
intense strain of this jutsu begins to
damage you. Lose 5 hit points at
the start of each of your turns
which cannot be reduced in any
way. Once this jutsu ends, you
become Weakened. If this jutsu is cast at
S-Rank, quadruple your
movement speed,
increase your
Strength and Dexterity
scores by +6 instead, and
your unarmed damage
die by another step, and
your unarmed
critical threat range
by +1. Once this
jutsu ends, you gain
the Weakened
condition, which
can only be
removed by taking a long rest. \page #### Wild Sense **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, which you take when an attack misses you, or you succeed a Strength, Dexterity, or Constitution saving throw.
**Range:** *Special*
**Duration:** Instant
**Components:** M
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Taijutsu, Combo
**Description:** As part of the requirements for casting this jutsu, the triggering creature must be within range of half of your movement speed. Faster than the eye can see, when an enemy is shocked by your agility, you quickly seize the opportunity for a counterattack. You teleport to a creature within range of half your movement and make a melee taijutsu attack at advantage as you punch or kick them away. On a hit, the creature takes your unarmed damage and must make a Dexterity saving throw. On a failed save, the creature is knocked back 30 feet and is Bruised. On a success a creature is knocked back 5 feet. If you score a critical hit, the creature automatically fails their saving throw. Until the end of your next 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. ### B-Rank: #### Meteor Dragon Strike **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Taijutsu, Clash, Finisher
**Description:** You begin charging forward up to 60 feet, channeling an immense amount of radiant chakra within your fist which explodes into a golden dragon of your description. Make a melee Taijutsu attack on up to 3 creatures of your choice that you would pass with your movement. On a hit, you deal your unarmed damage + 7d6 force damage as you strike and pass through each creature. If this jutsu is cast as a ***Finisher***, you target a single creature and make a melee taijutsu attack dealing your unarmed damage + 10d8 force damage on hit, ignoring resistance and treating immunity as resistance. **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 one step. (d4 **Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 15 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** You close your eyes and take in a deep breath as you channel chakra into your palms. You then quickly open your eyes and make an expanding circle of energy with your hands, forming a ring around a creature. Select one target within range. That target must make a Charisma saving throw. If the target is under the effects of the Berserk condition, they make their saving throw at disadvantage. On a failed saving throw, the target creature has their movement speed reduced to 0 and loses the ability to take actions for the duration of this jutsu. At the end of each of the creature's turns, they can make a Strength or Charisma saving throw, using their physical strength or force of spirit to break free, ending this jutsu on a successful saving throw. A creature under the effects of this jutsu has all status conditions they possess suspended for the duration of this jutsu, their effects not triggering. Additionally, you and all allied creatures gain a +1d6 bonus to skill checks that you would roll in an attempt to decieve or persuade the creature. If an affected creature would take damage from a creature hostile to them, or be forced to make a saving throw against an obviously harmful effect, this jutsu immediately ends once they take damage or make the saving throw, gaining an additional reaction which they can use to move up to their movement speed. \page ### A-Rank: #### Forced Spirit Fission **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 20 Chakra
**Keywords:** Hijutsu, Ninjutsu, Taijutsu
**Description:** You channel chakra into your hands and instead of condensing it, you reverse the process, while in contact with another creature. Make a melee Taijutsu or Ninjutsu attack. On hit, you deal 12d8 force damage to the creature's hit points and half the result to their chakra. If the affected creature is currently benefitting from a jutsu, they must make a concentration check with a penalty equal to Xd4, where X equals how many jutsu they are benefitting from. This check must be rolled regardless of whether the jutsu requires concentration, and even if they are not the original caster of the jutsu. If the jutsu does require concentration, they make their concentration check at disadvantage. If the target is unable to lose concentration as the result of a jutsu, trait, or feature, they still must roll, but the Xd4 penalty given by this jutsu is halved. If the target is not benefitting from any jutsu, they must succeed a Constitution saving throw or lose the ability to concentrate on jutsu for 2d4 rounds. Additionally, if the creature has stolen any form of chakra or energy from other creatures and still possesses it, they must make a Constitution saving throw. On a failed save, these chakras/energies are immediately expelled in their entirety and returned to their original owner(s). If having these chakras/energies returned would go beyond the owner(s) maximums, the difference becomes temporary chakra or a temporary form of whatever the energy may be. \page ## Wukong (Low Class) Clan Feats ### Battle Instincts **Category:** Clan
**Prerequisite:** Low Class Wukong Clan, Level 4+
Your adaptive prowess in battle is immense compared to the majority of your clan. Without thinking, your body moves instinctually, as if every part of you has a mind of its own. You gain the following benefits; - Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20. - While equipped with a *Quarterstaff*, you can use your Quarterstaff in place of your fists for unarmed attacks and Taijutsu. - When you roll your ***Adaptability Die***, you may reroll any 1s. You must use the 2nd result. - You gain a new use for your ***Adaptability Die*** called **Adaptive Pressure.** - **Adaptive Pressure:** Once per turn when a creature would succeed a saving throw imposed by you, you may increase the Save DC for the ability you used by half the result of one adaptability die until the start of your next turn. (Min. 1) You may use this feature twice per short rest. ### Natural Selection **Category:** Clan
**Prerequisite:** Low Class Wukong Clan, Level 12+
Despite the loss of your clan's iconic power and kekkei
genkai, you have progressed so far in becoming a warrior that your ancestors still smile upon you. You gain the following benefits; - Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20. - Whenever you receive an ***Adaptability Die***, you gain an additional die. - When you roll an ***Adaptability Die***, you may double the result. You may do this twice per long rest. - Your ***Latent Zenkai Boost*** feature now recharges on a short rest. ### Dragon Soul **Category:** Clan
**Prerequisite:** Low-Class Wukong Clan Level 16+
Your journey as the underdog warrior that never backs down from battle even when all odds are against them as molded you into a legendary shinobi, whose adventures and virtues shall be passed down as instruments to teach the Low-Class Wukong for generations. You gain the following benefits; - When you would begin combat, you gain a number of temporary hit points and temporary chakra points equal to your Constitution modifier + twice the number of hostile creatures who roll initative with you. - When you first become *bloodied* in combat (Fall below 50% or less of your maximum hp), you can choose to trigger your ***Latent Zenkai Boost*** feature. If you do, once the combat concludes, you gain 2 ranks of Exhaustion. - You gain new options for your ***Adaptability Die***. - ***Adaptive Force.*** When you would deal damage with a Low-Class Wukong Hijutsu, you can spend a number of Adaptability Die equal to the jutsu's rank *(D/C-Rank: 1, B/A-Rank: 2, S-Rank: 3)*. If you do, add the spent die to the first damage roll, and the jutsu cast now ignores half of all damage reduction. - ***Adaptive Tenacity.*** When you would ##### Additional Content > Blasteroid has many kinds of content listed in the Wukong clan document which can be found [here](https://drive.google.com/file/d/1BDnU3eDpM8Lt_dYPv53T290zKonyh6Gj/view) such as new feats, jutsu, rulings,    and much more. \page
##### Latent Wukong (Low-Class) | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Wukong Agility I** | 2 | Beginning at 1st level, you gain a climbing speed equal to your movement speed, and increase your movement speed by half while in difficult terrain. | | **Latent Wukong Agility II** | 3 | *(You must have **Latent Wukong Agility I**)* Beginning at 7th level, you have advantage on checks and saving throws against hostile effects that would reduce your movement speed. | | **Latent Zenkai Boost**| 5 | Beginning at 7th level, once per long rest, when you would be reduced to 0 hit points and are healed for at least 1 hit point, you gain temporary hit points equal to twice your level, and gain half your maximum amount of **Adaptability Die**, rounded up, if you possess Adaptability Die.| | **Latent Adaptability I** | 1 | Beginning at 3rd level, you gain access to **Adaptability Die**, which are d4s. You start with 0 die, and can gain/regain them using two of the following methods listed in the *Quick Adaptability* feature, which you select. You can have up to 3 Adaptability Die at once. Select one **Adaptive** ability to spend your Adaptability Die on. You lose all Adaptability Die at the conclusion of any rest. | | **Latent Adaptability II** | 2 | *(You must have **Latent Adaptability I**)* Beginning at 7th level, you increase your maximum Adaptability Die by 1, and you gain another **Adaptive** ability to spend your die on, and another method to regain your dice. | |**Latent Adaptability III** | 3 | *(You must have **Latent Adaptability III**)* Beginning at 11th level, you can use up to two of your **Adaptive** abilities per turn. | |**Latent Adaptability IV** | 4 | *(You must have **Latent Adaptability III**)* Beginning at 15th level, you increase your maximum Adaptability Die by 1, and you gain another **Adaptive** ability to spend your die on, and another method to regain your dice. |**Latent Adaptability V** | 5 | *(You must have **Latent Adaptability IV**)* Beginning at 18th level, you always begin combat with an amount of Adaptability Die equal to half your maximum, rounded up. | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Low-Class Wukong Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Low-Class Wukong Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Low-Class Wukong Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Low-Class Wukong Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Low-Class Wukong as a prerequisite.
\page ## [Yoru Clan](https://homebrewery.naturalcrit.com/share/RxR5R3vhub1t) ***Creator:*** *Yaco*
*Something happened at S22. I was walking the Warship again, when I felt something... different. The dimensional fabric was weaker there... older. I could feel seams that someone left a long time ago. And then... I fell, into a space that wasn't just 'A to B', it felt more like... 'now to then'. I pushed forward as far as I could... and... I heard someone, calling to me. I didn't have time to answer before the rift closed, but I swear to you... I knew her voice.*
*—Ryo Kiritani *
*Valorant, Ep.2*
### The Riftwalker Members of this clan are known for their ability to manifest and control Space-Time Ninjutsu, having conection to not only pocket dimensions, but to places between planes, and in some cases, alternate realities. Yoru Clansmen are not usually stationary on the same place, moving arround from here to there, from now to then. #### Yoru Traits **Ability Score Increase:** +2 Cha, +1 Dex
**Speed:** Your base walking speed is 35 feet
**Skill Proficiencies:** Ninshou, Stealth
#### Yoru Features  **The Walkers:** Beginning at 1st level the Yoru Clan has access to a separate list of Jutsus. You can add these Jutsu to your jutsu list instead of selecting jutsu from the Normal jutsu list(s). ``` ```  **Dimensional Pocket:** From a young age, members of this clan manifest a conection to a space between dimensions, outside of any known plane. Starting at 1st level, you gain access to a Pocket Dimension that only you can access, allowing you to store objects inside of it. This dimension can store up to 15 bulk and you can store and retrieve objects as a Bonus Action. The size of this dimension increases over time, ganing one bulk for each level you have. **Riftwalking:** You learn how to tap momentarely to this space between dimensions, allowing you to shift out of the material plane for a fraction of a second. Begining at 1st Level, You can Disengage as a Free Action on your turn. **Alternate Fates:** When you reach 3rd level, you have constant visions of diferent outcomes for each scenario. You gain a new resource called ***Fates***, you have a number of ***Fates*** equal to half of your level rounded up, and you regain charges at the end of a Long Rest. After rolling any dice or set of dices that isnt a d20, you can spent one ***Fate*** in order to re-roll the dice or set of dices once, keeping the result of your choice. When using this feature, you must decide to either roll one single dice, or the complete set. Dice from diferent sources count as being a diferent set. At 7th level, when in a social enounter, you are able to spend one ***Fate*** to perform an Insight Check at advantage against a Wisdom Saving Throw of your target, in order to gain insight into their likely reactions to various scenarios, information, threats, or statements. **Visions:** Your space-time Jutsus allow you to sense more than one reality at the time. Starting at 3rd level, whenever you are under the effects or concentrating on a Yoru Hijutsu, you gain resistance to Sensory Conditions. When you reach 11th level, you gain immunity instead of resistance. At level 18th, you gain Immunity to Sensory Conditions, without needing to be under the effects or Concentrating on Yoru Hijutsus. **Piece of Me:** Manipulate the fabric of reality has become a      mundane thing to you, but the more you do it, the more           strain it puts on your body, leaving 'pieces' of yourself               behind as you travel. When you reach 7th level, once                  per turn, you can gain aditional uses of your                   ***Alternate Fates*** Yoru Clan Feature, by spending a                    Hit Die as a Bonus Action.                     When you reach 15th level, you are able to                          perform this as a Free Action on your turn. \page ## Yoru Clan Jutsu ### D-Rank #### Gatecrash **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** 30ft
**Duration:** Concentration, Up to one Minute.
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You create a small tear in the fabric of space-time in a place within range that you can see. For the duration, you can activate again this Jutsu using either your Bonus Action or your Reaction, ending this jutsu. **As a Bonus Action:** On your turn, you can activate this Jutsu again, teleporting you back to the marked place, no matter how far away you were from it, if you do so, the next attack roll you make before the end of your turn is made at advantage. **As a Reaction**: As a reaction to begin hit with an attack, and while you are within casting range of your Mark, you can spend the Chakra Cost of this Jutsu again, teleporting you back to the Marked Place, avoiding the attack. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and increase the range by 10ft. #### Repetition **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra, 1 ***Fate***
**Keywords:** Hijutsu, Ninjutsu
**Description:** *As a requirement for casting this Jutsu, you must have already taken your action to cast a jutsu.* You are able to see diferent outcomes from the same actions, allowing you to alter the space-time arround you to walk the same path twice. After casting this Jutsu, all the effects from your previous Jutsu are nullify, damage dealt is healed, conditions applied are removed and features with limited uses are regain, but chakra spent by you, and reactions taken from any creatures between the casting from your fist Jutsu, and this Hijutsu, are not regained. Until the end of your current turn you gain an aditional Action, that you must use to cast the same Jutsu that you used before this Hijutsu, targeting the same Area or Creature, having to roll again the Attack Rolls, Saving Throws and Damage dice involved, you must spent chakra again to cast the jutsu that triggered this Hijutsu. ``` ``` #### Fakeout **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** 1 Minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You generate an echo on the space-time arround you, coating yourself in a mirror image of your person that moves in slighly diferent maner. For the duration of this Jutsu, the next time you suffer damage dealt by another creature, the echo expands in a violent matter, showing visions of alternate realities to the creature that attacked you. The creature must succed a Wisdom Saving throw, being Blinded until the end of their next turn. If the damage dealt to you was from a Melee Attack, the Saving Throw is made at Disadvantage. After this, this jutsu ends. Creatures already under the Blinded condition within range must perform this save anyways. Creatures with True Sight are immune to this Jutsu. #### Agresive Rift **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** instant
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You create a small wormhole near an oponent, allowing you to conect two points in the universe. Until the end of your turn, the next Attack Roll you make gain an alternate range of 30ft, and can count as both an Melee and Ranged Attack Roll, for the purpose of captializing on benefits, advantages or feature interaction. \page ### C-Rank #### Mark of Fate **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30ft
**Duration:** Concentration, Up to one Minute.
**Components:** HS, CM, CS
**Cost:** 9 Chakra, 1 ***Fate***
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** *In order to cast this Jutsu, you must Spend one **Fate** charge from your **Alternate Fates** Clan feature per creature marked.* You generate a seal inside a hostile creature within range, altering their tether to this timeline. Select one creature within range, for the duration, creatures Marked with this Jutsu roll their Damage Dice at disadvantage **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and increase the number of creatures that you can mark by 1. #### Rift Mark **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30ft
**Duration:** Instant
**Components:** HS, CM, CS
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** You impact your target, generating an echo on the space-time arround him, and molding it to your advantage Select a creature within range, the target must succeed a Charisma Saving Throw. On a Failure, the next instance of damage the target suffer from a Hostile Creature is rolled at advantage. #### Blindside **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30ft
**Duration:** Instant
**Components:** HS, CM
**Cost:** 7 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You rip an unstable dimensional fragment from reality. Holding it in your hand for a brief moment before throwing it away to a place within range, exploding mid-air, and showing visions of alternate realities to creatures near it. Select a point within range, this Jutsu can bend arround corners and structures on a 90º once during its movement. All the creatures within 30ft of the fragment that have a direct line of sight of it must succed a Wisdom Saving throw, being Blinded until the end of their next turn. Creatures standing within 5ft of it make this save at disadvantage. Creatures already under the Blinded condition within range must perform this save anyways. Creatures with True Sight are immune to this Jutsu. ``` ``` ### B-Rank #### Dimensional Rift **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, Up to one Minute.
**Components:** HS, CM, M
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You upen a tear your pocket dimension large enough for you to step in. For the duration of this Jutsu, you become unable to be damaged or affected by normal means or jutsu that lack the Fuinjutsu Keyword. Creatures who's passive perception is 5 or higher than your Save DC are able to catch glimpses of your essence as you move, allowing them to target you with diferent kind of Fuinjutsu, at disadvantage. If the Fuinjutsu would require the user to target you to make a Saving Throw, you gain advantage on the save. You can still hear and see whats happening on the materal realm, but you are unable to interact with it. At any point, you can as a Bonus Action step out of the pocket dimension, ending this Jutsu, if you do so, the next attack roll you make before the end of your turn is made at advantage, and has its critical range increased by 2. If you run out of chakra, end concentration, or loose the ability to mold chakra, this Jutsu ends abrtuplty and you return to the material plane, falling prone on the last position you were in. Creatures with Chakra Sight, Chakra Sensing or True Sight are able to see and/or sense you while this Jutsu is active. **At Higher Ranks:** For each rank you
cast this jutsu above B-Rank, increase the
cost of this jutsu by 3 and increase the
duration to Concentration,
Up to one
Hour. \page














#### Dimensional Lock **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action or 1 Reaction which you take when a creature within range is about to Teleport or access a Pocket Dimension.
**Range:** Self (60-foot radius sphere) / 60ft
**Duration:** Special (Instant)
**Components:** HS, CM, CS
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** **As an Action:** On your turn, you create a barrier around yourself that locks everyone and everything in place in the current dimension, preventing any creature or objects, including yourself, form of teleportation, dimensional travel, and even accessing pocket dimensions until they leave the area or the jutsu ends. When this jutsu is cast this way, it gains a duration of Concentration, Up to 10 minutes.
**As a Reaction:** When you see a creature that's about to teleport, you bind them to this dimension, locking them in place. This counts as an **Interrupt**. The selected creature must succeed on a Charisma Saving Throw. On a failed save, their jutsu or feature fails to execute, and the resources spent are not regained. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and increase the range by 30ft. ``` ```















### A-Rank #### Controlled Fate **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Reaction to falling to 0 Hit Points, or seeing a creature within range fall to 0 Hit Points
**Range:** 60ft
**Duration:** Instant.
**Components:** HS, CM
**Cost:** *Special* (1 Hit Die)
**Keywords:** Hijutsu, Ninjutsu
**Description:** *In order to cast this Jutsu, you must Spend two **Fates** charges from your **Alternate Fates** Clan feature, in addition to this Jutsu Cost.* When you, or a creature within range that you can see would fall to 0 hit points, you may as a reaction, open a rift big enough to connect two timelines, breaking the boundaries of this universe as it collides with another one. As you do, you automatically move into another alternate timeline, on which the thing that would have killed you or them, instead does not. The hit points of the creature target of this Jutsu are restored back to its value before they took the triggering damage. When this Jutsu ends, you permanently lose the Hit Dice used to cast this Jutsu and your Maximum Hit Points are reduced equal to the maximum value of the die, as you leave a piece of you on the other universe. \page ## Yoru Clan Feats ### Space-Time Literacy **Category:** Clan
**Prerequisite:** Yoru Clan
Weeks of learning have allowed you to perfect your connection with space-time jutsu. - Increase your Intelligence score by +1, to a maximum of 20. - You can learn and create Jutsu with the Hijutsu Keyword in half the required time. - You reduce the chakra cost of Yoru Clan Hijutsus by an amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). Multiple effects with rank-based reduction do not stack. - You can ignore the HS component when casting Yoru Clan Hijutsus. ### Dimensional Walker **Category:** Clan
**Prerequisite:** Yoru Clan Level 8+, Dimensional Rift Hijutsu
Your connection with your pocket dimension has grown, and you are now able to sink deep into it. - Increase your movement speed by 5ft. - Increase the base Duration of the ***Dimensional Rift*** Hijutsu to Concentration, Up to ten Minute. - You can now exit the ***Dimensional Rift*** as a Free Action on your turn, or as a reaction. - When using the ***Dimensional Rift*** Yoru Clan Hijutsu, you are now unable to be seeing or detected by creatures with Chakra Sight, Chakra Sense or Jutsus with the Sensory Keyword from a rank equal or lower than this Hijutsu. - When using the ***Dimensional Rift*** Yoru Clan Hijutsu, you ignore dificult terrain, and walking on walls or water no longer require twice the normal movement. ### Fate Master **Category:** Clan
**Prerequisite:** Yoru Clan Level 4+
Your mind is being constantly bombarded with diferent outcomes, allowing you to be more in touch with alternate fates. - Increase your Wisdom score by +1, to a maximum of 20. - You gain an additional number of ***Fates*** equal to your Wisdom modifier. - You can now use ***Fates*** to re-roll condition damage die from conditions that you have inflicted, following the ***Alternate Fates*** clan feature rulling. Diferent conditions counts as diferent sources. - You can now spend two ***Fates*** to re-roll any non-d20 dice that any creature has rolled, whether allied or not, as long as you have a direct line of sight to them, or they are under the effect of a Yoru Clan Hijutsu. ``` ``` ## Alternate Rule: Timestamp Timestamp is a Hijutsu made with a curated campaign in mind, and not intended to be used on West March servers or for unexperienced Game Masters. This is a Jutsu with the power comparable of that of a Class Mod Art. Before considering allowing the use of this jutsu in your game, please make sure that you, the GM, can respond with a yes to the following statements. - You feel capable of waving the use of this jutsu into the story in a narrative way. - You have trust on your player not exploiting or abusing this jutsu. - You feel confortable of adding additional penalties or unexpected results, while communicating those posibilities clearly to your players. ### B-Rank #### Timestamp **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Day
**Range:** Self
**Duration:** Special.
**Components:** HS, CM, CS
**Cost:** *Special* (13 Chakra, 1 Hit Die)
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** You perform a ritual in order to connect two points in the same timeline, stretching the boundaries of the universe and allowing you to move, not from here to there, but from now to then. After casting this Jutsu, roll 1d4 and record the result, you and a numbers of creatures equal to your Proficiency Bonus that you can see and touch, travel back in time a number of days up to the result of the dice, to the exact location you where at that point in time. When using this Jutsu, creatures take the place of their previous selves, retaining knowledge, items, stats, Hit Points, Chakra Points and conditions. Additionally, when casting this Jutsu, you can spend any numbers of **Fate** charges from your **Alternate Fates** Clan feature, when doing so, increase the number of dice rolled by one, per each fate spent. When you cast this Jutsu, you permanently lose the Hit Dice used to cast this Jutsu and your Maximum Hit Points are reduced equal to the maximum value of the die, as you leave a piece of you on the other timeline. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and the size of the dice by two steps. (D4>D8>D12) \page

##### Latent Yoru | Bloodline
Ability Name | Bloodline
Point Cost | Ability Description | |:-------|:-:|:-------------| | **Latent Alternate Fates I** | 2 | You gain access to a number of Fates equal to your proficiency bonus, being able to re-roll only single dices, and not complete sets. | | **Latent Alternate Fates II** | 3 | (You must have **Alternate Fates I**) You gain the ability to re-roll complete set of dices, as stated on the **Alternate Fates** Clan feature. At 7th, you gain the ability to use Fates on Social Encounters as well, as stated on the **Alternate Fates** Clan feature. | | **Latent Alternate Fates III** | 3 | (You must have **Alternate Fates II**) At 11th level, you gain access to the **Piece of me** clan feature. | | **Latent Visions** | 4 | You gain resistance to Sensory Conditions while mantaining concentration on a Jutsu. At level 11th, you no longer need to mantain concentration to obtain resistance. | | **Latent Riftwalking** | 2 | You can Disengage as a Free Action on your turn a number of times equal to your proficiency bonus per long rest.| | **Latent Dimensional Pocket** | 4 | You gain access to the Dimensional Pocket clan feature, being capable to store bulk equal to twice your character level. | | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Yoru Hijutsu. | | **C-Rank Hijutsu** | 2 | (You must have **D-Rank Hijutsu**) You gain the ability to learn C-Rank Yoru Hijutsu. | | **B-Rank Hijutsu** | 3 | (You must have **C-Rank Hijutsu**) You gain the ability to learn B-Rank Yoru Hijutsu. | | **A-Rank Hijutsu** | 3 | (You must have **B-Rank Hijutsu**) You gain the ability to learn A-Rank Yoru Hijutsu. | | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Yoru Clan as a prerequisite. |
\page ## Bonus Clans Section Below are a collection of clans that Team 7 thinks could also fun to play at your table. This section is intended to give more creators some spotlight when it comes to clan creation, as clan creation is the most popular section of homebrew for N5e as a whole, right behind class mods. While Team 7 tries to feature the most quality of work, this section is significantly more lax with judgement compared to clans that are featured in their entirety. Note that just because a clan is here, does not mean it has no chance to be properly added here. If a clan is popular, we understand that this mean is extremely well made, and so it should be added properly. In the previous iteration of this section, we had a link to each clan as well as a paragraph of summarization and the clan's story. This was a nice approach for presenation, though it made it harder to maintain. Now, this section is broken up into 2 parts. ***Clan Compendiums***, and ***Standalone Releases***. Clan Compendiums are as they sound, documents that feature multiple clans by the same creator, whilst Standalone Releases are standalones. Every clan in a clan will be listed out, and for every clan, there will be a link to author's document, a briefer summary of the clan's concepts, and a list of the clan's **Strengths**. Clan Strengths are designated by what clan does well and what it can built for. (For example, the Staria clan focuses on clashing with swords, so two strengths that would be listed are: Clashing, Bukijutsu/Weaponry). ``` ``` ### Clan Compendiums #### [Cirno's Catalyst of Creation](https://homebrewery.naturalcrit.com/share/eO-OiiOS7zbI) **Creator:** CirnoGaming (Changed to Mystia's Maniacal Mashup and mystiagaming)
**Clan Features** - **Faerie Clan:** - **Clan Focuses:** Charm, Fear, Genjutsu - **Summary:** Members of the Faerie Clan are rather troublesome, as they love messing with people's emotions. Whether it be annoying them with their constant pranks, or with their auditory and visual genjutsu prowess, Faerie clan members make it their duty to be as troublesome as possible. - **Oryza Clan:** - **Clan Focuses:** Nature, Ninjutsu, Water/Earth - **Summary:** Each member of the Oryza clan have special talents when it comes to manipulating fields to their whims. With these talents come extraordinary abilities regarding nature, which they have honed in order to perfect their rice creation.
#### [Crossover King's Clans](https://homebrewery.naturalcrit.com/share/kpFUTbghGe6T) **Creator:** Blasteroid
**Clans Featured** - **Elite Wukong Clan** - **Clan Focuses:** Generalists, Ninjutsu, Bukijutsu, Customizable features - **Summary:** The brother clan to the Low-Class Wukong, the Elite Wukong are highly regarded as royality due their purer roots. This clan provides the player with multiple talents to showcase their elite skill in battle. - **Extras:** This clan can also use Super Wukong. - **Hylia Clan** - **Clan Focuses:** Tri-Branch clan, Generalists, Crafting/Forging, Elements - **Summary:** A Tri-Branch clan that is based around 3 key virtues. Power, Wisdom, and Courage. As opposed to being unified as a clan by blood, members of the Hylia clan instead share a common set of beliefs and a special seal marked upon them from birth that provides them with guidance as they wander the world in search of answers. - **Makishin Clan** - **Clan Focuses:** Support, Regeneration, Taijutsu that combo into Ninjutsu, Transformation - **Summary:** The Makishin are a clan with two distinct personalites. On the outside, they appear as monks dedicated to the arts, but in combat they can awaken a transformation that allows them to wreck utter havok. Members of this clan are skilled with both Taijutsu and Ninjutsu, and can use both to either heal or bring utter chaos to the battlefield. \page #### [Dolor's Drachen Den](https://homebrewery.naturalcrit.com/share/H9zRmOUmewwI) **Creator:** Drachengeist / Dolor
**Clans Featured** - **Asakami Clan** - **Clan Focuses:** Hijutsu, Customization - **Summary:** The Asakami Clan hold the secrets of the bloodline limit known as “Vectors”, invisible constructs that clan members can control using their mind, these vectors allow the Asakami clan members to perform telekinetic attacks while in combat. - **Bari Clan** - **Clan Focuses:** Lightning Release, Survivability, Lots of lightning damage. - **Summary:** The Bari are a group of Nin hailing from the land of Lightning, Bari clan members modify themselves with a jutsu not unlike the hydrofication jutsu, that allows them to turn their bodies into pure electricity. - **Reiuji Clan** - **Clan Focuses:** Fire release, Weakened Condition, Debuffing - **Summary:** The Reiuji clan is an small, secretive group of the land of lightning, who pass down the secrets of Radiation release from master to apprentice, this technique allows them to enhance their fire release with lightning and wind release to make even more potent effects. - **[Drachen's Dragon Clans](https://homebrewery.naturalcrit.com/share/1tLWhzklU0KdZy7AqNvSdcbIF9WLv2Ev8DZptYv4CntzX) (Dolor's Dragon Ball Clans):** - **Clans Featured:** Daimao, Furiza, Shin - **Compendium Summary:** This compendium features new clans for Naruto 5e based off various races in the Dragon Ball franchise. - **[Kurotsuchi's Soul Genealogy Collection](https://homebrewery.naturalcrit.com/share/9xunlcHy42Ol) (Dolor's Bleach Clans):** - **Clans Featured:** Arrancar, Bount, Fullbringer, Quincy - **Compendium Summary:** This compendium features new clans for Naruto 5e based off various races in the Bleach franchise. ``` ``` #### [Duck's Shadowy Spectacle's](https://homebrewery.naturalcrit.com/share/LdFd6mgXQU3D) **Creator:** DrStrangeMcDuck
**Clans Featured** - **Sogeki Clan** - **Clan Focuses:** Buki, Gen, Ranged Weapons - **Summary**: Sogeki focuses around creating their infamous Shadow Sniper made up of Genjutsu, customizing it for long range Weapon attacks and Bukijutsu - **Koloon Clan** - **Clan Focuses:** Shadow Constructs - **Summary:** A list of powerful Jutsu’s at your disposals able to build towns full of sentient shadow constructs - **Kirisaki Clan** - **Clan Focuses:** Dex Buki, Improvised Weapons - **Summary**: A clan Based on Jack the Ripper from Record of Ragnarok, with the ability to make anything they touch into a weapon - **Yokubo Clan** - **Clan Focuses:** All Rounder, Debuffer, Psychic Damage - **Summary**: A clan based on Gowther from 7DS. If you want to play a character who’s good at pretty much everything and has some unique debuffs. - **Joestar Clan** - **Clan Focuses:** Charisma, Stand User - **Summary:** A clan based on JJBA. Give the user a stand that they can imbue with custom abilities and actions using their clan Hijutsu. #### [DZ's Demonomicon](https://drive.google.com/file/d/14BH37J1o3LvAaxx0I955x6At9ZAlb5av/view) **Creator:** DZ
**Clans Featured** - **Gouken Clan** - **Clan Focuses:** Masters of Martial Arts, Fire Release, Ki Techniques - **Summary:** The Gouken Clan are connected by a innate renowned talent for martial arts, even if they are not even trained for them. Embodying the virtues of Peace, Love, and Expression, this clan is able to take on entire platoons of with ease. - **Jashin Worshipper** - **Clan Focuses:** Followers of Jashin, Immortaility, Bleeding Bukijutsu - **Summary:** Jashin Worshippers are not a clan of blood, moreso they are akin to a cult. Those who partake in the rituals of Jashin are blessed with flesh that never withers with age, and are granted access to cursed jutsu that will allow them to whittle themselves and their opponents simultaniously. And yet, only those devoted to Jashin will be left standing at the conclusion of these unspeakable techniques. \page - **Jinro Clan** - **Clan Focuses:** Beasts, Sensory, Hunter, Taijutsu - **Summary:** The Jinro clan are not a bunch of conventional shinobi. Members of this clan long ago infused their blood with beasts, giving them the nose of a hunter and the weaponry of a monster. Some may call this a blessing, some may call it a curse. Whatever the case, the information gathering and offensive skill of a Jinro can provide a lot for a party. - **Ryoshi Clan** - **Clan Focuses:** Reapers of the Water, Undead, Bukijutsu, Stealth - **Summary:** The Ryoshi are tragic case. An ancient clan of members who have long since passed on from the living world, their remnants lying within the waters. But the Ryoshi refuse to move on, and defying death these shinobi turn the oceans into graveyards for their enemies, as opposed to their own deathbeds. - **Samsara Clan** - **Clan Focuses:** Rinnegan, Techniques of Samsara - **Summary:** Engulfed in a world of suffering, the Samsara were created. Bolstering a powerful dojutsu recognized as the eyes of god, these shinobi from a young age are born with abilities that match or even surpass masters of Ninjutsu. #### [Getsukage's Case of Clans](https://homebrewery.naturalcrit.com/share/_0_BGT8CckCx) **Creator:** Mind_Faze
**Clans Featured** - **Kosoku Clan** - **Clan Focuses:** Speed, Taijutsu, Wind Release - **Summary:** The Kosoku clan is a rival to the Namikaze clan. Kosoku clan members bolster incredible speed and agility, showing up slow Namikaze members with style. - **Extras:** This clan possess a clan exclsuive class mod, which can be found [here](https://homebrewery.naturalcrit.com/share/189ZotQ8lWFY) - **Fauxjin Clan** - **Clan Focuses:** Tailed Beast Inspired Powers, Branch clan - **Summary:** Ever wanted to experience the power of a Tailed Beast without a class mod? Well, this clan may be for you. Emulating the powers of the one to three tails, this clan provides its members with a choice of bijuu to inherit strength from, similar in concept the Gold and Silver brothers. ``` ``` ##### [Imaginebreaker's Magical Clan Workshop](https://discord.com/channels/769696276085211156/771455822252998657/1081273955383517184) **Creator:** Imaginebreaker
** Clans Featured** - **Hinanawi Clan** - **Clan Focuses:** ninjutsu, earth release, climate control. - **Summary:** The Hinanawi clan is a clan of people who live in the sky, all of the Hinanawi clan enjoy strength and fighting skills that would be the envy of anyone, capable of using the energy of people's temperament and their incredible control over earth release to destroy everything in its path - **Makoneko Clan** - **Clan Focuses:** Taijutsu, cat ears......I have to say more? - **Summary:** The Makoneko clan are a clan that shares a direct bloodline with a powerful nature spirit, this gave them cat-like qualities and the ability to use the power of their ancestor in the form of a powerful transformation, and most importantly, they look cute - **Hakurei Clan** - **Clan Focuses:** flying, fuinjutsu - **Summary:** The Hakurei clan, protectors who guard the barrier between the yokai world and the human world, are also in charge of solving any incident that could endanger either of the two worlds......or that could ruin a picnic. \page #### [Scrub's Wayward Scrolls](https://homebrewery.naturalcrit.com/share/iJE38dJ9OM3G) **Creator:** Scrub
** Clans Featured** - **Hokori Clan** - **Clan Focuses:** Particle Style - **Summary:** The Hokori clan are natural inheritors of three nature releases. Balancing these elements are difficult even to the best, but once in a generation a Hokori is born with the precise balance necessary to produce the powerful Dust Release kekkei tōta their clan is known for. With this Dust Release, a Hokori can dismantle invidual particles down to an atomic level, reducing anything to specs of dust. - **Usari Clan** - **Clan Focuses:** Taijutsu, Bear Theme, Grappling, Summoning - **Summary:** A purely focused Taijutsu clan focused around the fight style of Bears. Wielding Ursid might, these shinobi wield their own unique stance and assortment of grappling and summoning jutsu to completely dominate the field. - **Zou Clan** - **Clan Focuses:** Sword Transformation, Bukijutsu, Customizable Weaponry - **Summary:** The Zou Clan are reknowned for crafting legendary weapons. The tanto of Killer B, the kunai of Minato Namikaze. The Zou possess a natural talent for forging their wildest dreams into weapons that surpass all in performance. #### [The Forgotten Clans (Dead Link)](https://www.gmbinder.com/share/-Mra60rHnHNWfngdBTAE) **Creator:** Ed, Yggdrasil's Scribe
** Clans Featured** Yuta, Tenro (added), Kukasha, Toton (added) - **Compendium Summary:** This compendium
contains 4 new clans inspired by
various filler arcs in Naruto. The
Yuta wield the power of
Weather Release, a
combination of multiple
chakra natures. The Tenro
bolster a powerful werewolf
like transformation and
taijutsu might. The Kukasha
focus on Genjutsu and psychic
power. The Toton wield the
power of lightning and light
release. ``` ``` #### [Yaconomicon](https://homebrewery.naturalcrit.com/share/RxR5R3vhub1t) **Creator:** Yaco
** Clans Featured** - **Elemental Clan** - **Clan Focuses:** Constantly shifting nature releases - **Summary:** This clan was made with the idea of having all the nature releases, but not being able to control them. The base of the clan practially locks you into the Professor Ninjutsu Specialist Subclass, but if you are willing to work with your dm, you can play NinTai, Elemental Scout and Primal Weapon Specialist Form by setting the element of those sub classes as your Temporary Release. I recommend a decent knowledge of mechanics and the overall system in order to play it without slowing down the game at your table. This Clan was not based of Avatar at all, but the art found was really nice. ### Standalone Releases #### [Ghoul Clan](https://drive.google.com/file/d/1IsAikWDwcIUcvOzpJ25sD92nXDW8fXyP/view) **Creator:** KadenUchiha
**Clan Focuses:** Bukijutsu, Self-Preservation
**Summary:** Based on the manga Tokyo Ghoul, the Ghoul clan is primarily melee focused, using a special natural weapon called a Kagune to deal lethal damage, while being able to bolster their attacks or heal themselves using their RC Cells. Ghouls also offer a unique roleplay experience as players must feast on the flesh of humans in order to sustain themselves. #### [Infected Clan](https://homebrewery.naturalcrit.com/share/6bymIyWKraJ-) **Creator:** Soapy
**Clan Focuses:** Using a secondary resource to
  empower whatever you do.
 **Summary:** Outcasts of society who banded together to
  protect themselves, they use their mysterious connection  to the Sidh to accomplish whatever they set their minds to. \page #### [Juryokan Clan](https://drive.google.com/file/d/1kf-UVfqp6r5VmC67g5-W8-2XmSUsCWAM/view?usp=sharing) **Creator:** galen876
**Clan Focuses:** Earth Release, Gravity Jutsu
**Summary:** The Juryokan utilize Earth Release to manipulate gravity, fine tuned enough to manipulate their own weight and the weight of others to a certain degree. Leap through the air, unburdened by pesky jumping limitations, and crush your enemies with powerful gravity jutsu before you hit A-Rank. #### [Kagami Clan (Dead Link)](https://www.gmbinder.com/share/-NGHz1J3PNoalwrpBDqU) **Creator:** Yue Yukino
**Clan Focuses:** Mirrors and Reflections, Ninjutsu
**Summary:** Members of the Kagami Clan utilize unique jutsu that revolve around reflections. They use their chakra to create mirrors that can do a variety of things to enhancing their jutsu's power, deflecting oncoming attacks, or granting them more control. #### [Kagutsuchi Clan](https://drive.google.com/file/d/1oU3k-iiSR8Jr51IJhYB_M4SZmZJ1I6wm/view?usp=share_link) **Creator:** Fabiox99
**Clan Focuses:** Fire Force / Martial Arts inspired clan, Pyrokinesis
**Summary:** The Kagutsuchi Clan, famed for their pyrokinetic martial arts, trains extensively to master imbuing physical attacks with fiery energy, unleashing powerful flames with every punch and kick. #### [Kamo Clan](https://drive.google.com/file/d/1_RVt_OHSyrOWdMzttOdAKgC3qCh1J3dJ/view) **Creator:** Ed, Yggdrasil's Scribe
**Clan Focuses:** Blood Techniques, HP Casting, Bleeding/Envenomed
**Summary:** The Kamo Clan are believed to be descendents of the Chinoike, though their origins are difficult to trace as they are not united under a single clan name or region. What does unit them, however, are lethal blood techniques that utilize their own vitality to the upmost degree to bring forth the highest lethality possible to their foes. #### [Kaslana Clan](https://homebrewery.naturalcrit.com/share/xud4nf-cC-8I) **Creator:** Lilac Usagi
**Clan Focuses:** 6 detailed diverse branches with their own elemental focus, Clan Elemental Weapons, Flying
**Summary:** The Kaslana are arrogant and powerful shinobi. They wield the ability to manifest weapons of the elements and utilize them to formulate various forms of elemental hijutsu. Each branch of the Kaslana clan is seperated by a distinct style (Death, Flame, Reason, Sentience, Thunder, Void.) #### [Ketsueki Clan](https://docs.google.com/document/d/1Zhaco_zO_TkvvxgKAo6ni85Yi1xNZjTJn6J3tWBK8Us/edit) **Creator:** Willlllow
**Clan Focuses:** Blood Chakra Transfusion, Medical Release, Clan Dice
**Summary:** The Ketsueki Clan are blessed by a deity who specializes in the power of blood. Wielding blood techniques that are capable of incredible acts of restoration, or dispacle acts of deterioration, these shinobi while not as well known as the Chinoike can certainly give them a run for their money. ``` ``` #### [Kimetsu Clan](https://drive.google.com/file/d/14vc91kBQWgf0cdTrKoSzbdQz7zsaoIw6/view?usp=sharing) **Creator(s)**: Forte/witheredgnome86
**Clan Focuses:** Bukijutsu, Release Variety, Melee and AOE supplementary features
**Summary:** A clan if you’re really wanting to feel like a Demon Slayer, to especially harness the Breath Bukijutsu to your advantage. The Kimetsu clan work to rid whatever evil lies in their world that’s caused them and others grief, so no one goes through it again. #### [Oda Clan](https://drive.google.com/file/d/1EpzOioYSSm1dFR77c1rd6Bmp8AkJK-Rm/view?usp=sharing) **Creator:** Saltmammoth
**Clan Focuses:** Team Support, Tacticians, Sensōjutsu, Leadership
**Summary:** The Oda clan are a people that focus on guiding their allies to battle by the use of Sensōjutsu techniques, which are tactics they alone are able to employ to bolster their teammates power and weaken their foes. #### [Ryobi Clan](https://drive.google.com/file/d/1JG8rbw6Q4j3fyawZ_sAeqRNNCi3a69gU/view?usp=sharing) **Creator**: Awilkes97
**Clan Focuses**: Dojutsu, Stealth, Access to all Nature Releases
**Summary**: The Ryobi Clan are close cousins to the Uchiha Clan, and as such have developed their own dojutsu that is closely related to the Sharingan. Their Dojutsu allows them to steal chakra from their opponents through eye contact, and allows them to mimic the nature releases of the targets they steal chakra from. Ryobi Clan members make for excellent jack of all trades players.
**Extras:** The Ryobi Clans Dojutsu possesses a mutation of the Mangekyou Sharingan that has been made into a Clan Specific Class Mod found [here](https://drive.google.com/file/d/194gtFUsSYj9DN2H8Ozl0tzXt7IwJFjAT/view?usp=sharing). \page #### [Shinzui Clan](https://drive.google.com/file/d/181wS2BEa3pXk7sTWASwmXj0VkcMJhRiK/view?usp=sharing) **Creator**: Forte
**Clan Focuses:** Ninjutsu, Condition Variety, AOE Damage/Control
**Summary:** The Shinzui Clan are a monstrous race to the world they live in. Their very nature is cruel and their torment and experimentation on others only supplement that. #### [Soyama Clan](https://homebrewery.naturalcrit.com/share/SQxgwuueifDG) **Creator**: Witheredgnome86
**Clan Focuses:** Taijutsu, Soryu Stance, Compass Needle
**Summary:** Inspired by the Demon Akaza from the Demon Slayer franchise, members of this clan are purely focused on Taijutsu and work to decimate their foes with their Soryu style, eventually gaining the strength to achieve the state of Anatta.. #### [Stinger Clan](https://drive.google.com/file/d/1tExQrFlf0Tfyy9i9fS1oH4amsrPdL5wq/view?usp=drivesdk) **Creator:** SDHShadow
**Clan Focuses:** Bukijutsu, Poison Damage, Unique Natural Weapon
**Summary:** A nomadic tribe of wanderers, the Stinger Clan is a clan born with a tail resembling that of a scorpion’s tail. Masters of poison and needles, the clan weaves its way into battle with their unique tail and jutsu based on one of the main characters from Uuchu Sentai Kyuranger. #### [Staria Clan](https://homebrewery.naturalcrit.com/share/NY_QM_DJhNOQ) **Creator:** Toggy
**Clan Focuses:** Clashing, Bukijutsu/Weaponry
**Summary:** Staria clan members are extremely resilient and tenacious. Wielding a special weapon, they can clash with even the strongest of Ninjutsu and come out on top. #### [Suzaku Clan](https://homebrewery.naturalcrit.com/share/4dJCxuBIk5ax) **Creator:** A Tea Enthusiast
**Clan Focuses:** Intense Fire Release, Powers of the Phoenix
**Summary:** The Suzuku are shinobi that wield the power known as the "Bastardized Flame". This flame drains their ability to utillize various elements found in Ninjutsu, but in exchange, grants them Fire Release that immensely surpasses the capabilities of even the Uchiha or Shakuton. #### [Taima Clan](https://docs.google.com/document/d/1rYHG5vC0psAal9EIy631Ab1ai3FPe-8dtSZObGVdLCs/edit) **Creator:** Yutai
**Clan Focuses:** Smoke Release, Toolkits, Poison, Plants
**Summary:** Well the Iburi are known for their smoke release of fire, the Taima Clan are also highly regarded for their smoke jutsu, however, the Taima do not resort to flame to produce it. Instead, the Taima forage supplies to generate their jutsu using poisonous materials such as toolkits and plants, as well as their own chakra, to produce an even deadier form of ash. ``` ``` #### [Taiyokai Clan](https://drive.google.com/file/d/1cqszraj_bw3mni2qL7P7yIeHRASXvLAU/view?usp=sharing) **Creator:** galen876
**Clan Focuses:** Fire Release, Chakra Cycling, Charisma-Based Effects
**Summary:** Once called demons, the Taiyokai clan is able to manifest oni-like features to use fire release better than anyone else. Their flames turn even the most basic of taijutsu and bukijutsu into an inferno of blazing power. #### [Tenarashi Clan](https://homebrewery.naturalcrit.com/share/DO-54Su-JsPO) **Creator:** Jovian
**Clan Focuses:** Flight and either Bukijutsu, Wind Ninjutsu or Auditory Genjutsu dependant on your Branch.
**Summary:** The Tenarashi are known for their powerful natural wings used to fly, enhance their wind release or beat their enemies into the ground. Built around a unique 3 branch setup, the clan is the perfect option for those wanting to rule the sky. #### [Usagiyama Clan](https://homebrewery.naturalcrit.com/share/0iz9gaSB6nsG) **Creator:** LunashineK9
**Clan Focuses:** Taijutsu, Sensory, Movement
**Summary:** Have you ever wanted to play a feral muscle bunny like Mirko from My Hero Academia? The Usagiyama are a rabbit-like clan known to rival the Inuzuka with their keen senses. This clan is a non-hijutsu taijutsu clan along the lines of Kurama and Hatake, giving stronger taijutsu, faster learning, a fighting style, and multiple supporting features like additional jump height and hearing based blindsight. \page # Chapter 2 (2): Backgrounds ___ Every story has a beginning. Your character’s background reveals where you came from, how you became a shinobi, and your place in the world. Your Scout-Nin might have been a Noble or a Street Urchin. Your Ninjutsu Specialist could have been a student of a prominent Master or a Prodigy. Your Weapon Specialist might have been a Hermit traveling with their family, place to place before settling down or entertained audiences as a carnival act. Choosing a background provides you with important story beats about your character’s identity and most recent origin. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes to learn the way of Ninjutsu? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? ### Proficiencies Each background gives a character proficiency in two skills. In addition, most backgrounds give a character proficiency with one or more tools. If a character would gain the same proficiency from two different sources, they can choose a different proficiency of the same kind (skill or tool) instead. ### Equipment Each background provides a package of starting equipment. The following Equipment Packs are brand new and can be found in Chapter 7; For identification purposes, each of the new equipment packs will have a ★ next to them. - Entertainer's Pack - Gamer's Pack - Investigator's Pack - Martial Artist's Pack - Sailor's Pack - Scholar's Pack - Scientist's Pack ### Background Feature & Ability Score Increase (ASI) Each background gives a character a background feature and a choice between a single Ability Score Increase or Feat without an Ability Score Increase. ##### Related Rulings Featured in Chapter 8, there is an alternate ruling to allow players to pick any feat that they meet the prerequisites of, with any background. This is to help players take the background they truly want for their characters without any restriction, and aids the DM in player diversity. ### Curse of Hatred [New Mechanic] Also featured in Chapter 8 is a new mechanic known as
the ***Curse of Hatred***. This mechanic behaves very similarly
to the **Will of Fire**, however, instead of being a reward for following one's ambitions, the Curse of Hatred is a blessing given to those whose hearts have been thrust into darkness. ``` ``` ### Languages and Dialects By virtue of being human you speak Common, which allows you to communicate with people from all over the ninja world. But each Country has its own dialects that twist common into their own pseudo language, making it extremely difficult for a person from the land of Fire to understand someone from the land of Water if they only spoke their countries dialect and didn’t use standard common. There are also entire “Speaks” that designates an animal’s ability to communicate. All creatures can speak common but your secondary language is based on your country of origin. | Standard Language | Typical Speaker | |:----:|:-------------| | Fire Dialect | Land of Fire Residents | | Earth Dialect |Land of Earth Residents | | Water Dialect | Land of Water Residents | | Cloud Dialect | Land of Lightning Residents | | Sand Dialect | Land of Wind Residents | | Common | Most creatures able to speak | > ##### Background Creators > The backgrounds featured were created by Mr. Hey and Revsa. \page # Season 1 ### Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. ___ **Skill proficiencies:** Persuasion, History **Tool proficiencies:** Tracking Kit, Poison Kit or Disguise Kit **Equipment:** a set of common clothes, one Bingo Book and a purse containing 100 ryo **Equipment Pack:** Scholar’s [★] or Explorer’s Pack #### Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. #### Presence of the Divine Select one: - Wisdom +1 or Charisma +1 - Feat from chapter 13: Customization
options, with the General, Skill, or
Chakra Category. Regardless of which
feat you pick, you do not gain an
ability score improvement from any
feat you select. ``` ``` ### Amnesiac One day you awoke, perhaps in a forest or on a sandy beach, with no recollection of what happened to you. How did you get here? Who were you? These questions elude and boggle your mind. Some people wish for a fresh start, but you never even got a choice. ___ **Skill proficiencies:** Insight, Investigation **Tool proficiencies:** disguise kit or forgery kit **Equipment:** A set of common clothes, a relic of your past which you do not remember, and a belt pouch containing 100 Ryo **Equipment pack:** Martial Artist's [★] or Explorer pack #### Feature: A life once lived You once had a home, a family, relationships, possessions, but now you are left with nothing but the ability to start anew. You are unfamiliar with the world around you as well as the people in it. You may often need to ask for clarification on things other adventurers may know intrinsically. Some events, locations, names, phrases, or objects may also trigger you to recall small details which could relate to the life you once had, at the discretion of the DM. #### Remnants of the Past Select one: - Wisdom +1 or Charisma +1 - Feat from chapter 13: Customization options, with General, Skill, or Clan Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### ANBU Trained You might have been recruited at an early age or an ANBU veteran took interest in you and decided to train you. Either way, you have received the necessary training to be a lethal weapon, capable of doing different types of dangerous missions. Work with your DM to decide how and why you got such special training and how this affected your character. Did they train you to become an emotionless puppet to follow orders without question? Or maybe, the veteran who trained you explicitly told you to be aware of following orders blindly? Who do you work for? The ANBU group of your village, a secret group or just yourself? ___ **Skill proficiencies:** Insight and one Intelligence, Wisdom, or Charisma skill of your choice **Tool proficiencies:** Tracking Kit, Poison Kit or Disguise Kit **Equipment:** a set of common clothes, one Bingo Book and a purse containing 100 ryo **Equipment pack:** Infiltrator’s or Explorer’s pack #### Feature: Safe Haven As a trained agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. #### Secrecy Is Key Select one: - Dexterity +1 or Intelligence +1 - Feat from chapter 13: Customization options, with the General, Skill, or Chakra Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Artisan Artisans are among the most ordinary people in the world — until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness. Some artisans are part of specialized artisans’ guilds generally found in cities large enough to support several artisans practicing the same trade. However, some guilds might instead be loose networks of artisans who each work in a different village around the world. Work with your DM to determine the nature of your artisan background, to determine from which place you came and why you chose to stop being an artisan. ___ **Skill proficiencies:** Crafting, select one from History or Insight **Tool proficiencies:** Weaponsmith Kit or Armorsmith kit **Equipment:** a set of traveler’s clothes, your chosen artisan tools kit, and a purse containing 100 ryo **Equipment pack:** Crafter’s or Scientist’s [★] pack #### Feature: Known Artisan Your artisan work has become known through the places you have visited, and people always trust that your work is well done. You can always get a place to stay or information in exchange for work. If you are associated with an artisan guild, people recognize your status and act accordingly. #### Rewards of a Masterful Creation Select one: - Intelligence +1 or Charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Clan Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Assassin You are, or were, a professional assassin or hit-man. Your job, possibly even your purpose in life, was to kill people without getting caught. By luck or talent, you must have been fairly successful; a famous assassin is a dead assassin after all. Were you born into the profession, or were you otherwise forced into it, or did you intentionally take up the dagger? Were you a solo act, or did you work for an agency/guild, organized crime group, or private individual? Did you work for money, personal beliefs, to avoid some threat from your employer or your own freedom? Were you brainwashed or tortured to do this type of work? Did you receive professional training as an assassin, or did you learn it by yourself? Did you hang up the hat, or are you still available for hire? Did you enjoy your work? How do you feel about your marks? What do you think of other assassins? Were there any really important people you were tasked to kill or were there any missions that were especially difficult or memorable? ___ **Skill proficiencies:** Stealth, Deception **Tool proficiencies:** Poison Kit or Disguise Kit **Equipment:** A set of common clothes, traveler's clothes, and fine clothes, and a dark robe, each having a hidden pouch sewn into it. You also have several sheets of paper, an ink pen, and flacons of black, red, and invisible ink. Additionally, you have a coin pouch containing 100 Ryo. **Equipment pack:** Infiltrator’s pack #### Feature: Alibi You have those who will lie for you giving you gain alibi when you need it, however they will only lie for you as long as you maintain good relations with them and their lies do not endanger themselves. #### Faceless Death Select one: - Dexterity +1 or Charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Critical Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Athlete The athlete strives to perfect every aspect of their physical self. they are driven by competition and love to stand before an adoring audience. Athletes are not afraid to take advantage of the warm welcome their celebrity can bring. ___ It should come as no surprise that these individuals often long for a life of adventure. ___ **Skill proficiencies:** Acrobatics , Athletics **Tool proficiencies:** Cooking Kit or Medicine Kit **Equipment:** A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 100 Ryo. **Equipment pack:** Martial Artist’s pack [★] #### Feature: Echoes of Victory The word of your victories inside the arena has spread, to the point that you have adoring fans. If you are visiting a settlement within 100 miles of your hometown, there is a 50 percent chance that you can find an admirer that will provide you with shelter or information. #### Competitors Soul Select one: - Dexterity +1 or Strength +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Bandit A life of highway robbery has trained you well. Giving you plenty of experience in the saddle and a knack for acquiring and appraising other people’s mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations. ___ **Skill proficiencies:** Stealth and Deception **Tool proficiencies:** Disguise Kit **Equipment:** A knife, a cooking pot, a winter blanket, an object you received as your cut from a successful robbery, a set of common clothes, and a pouch containing 100 ryo **Equipment pack:** Explorer’s or Infiltrator's Pack #### Feature: Infamy You have a past associated with an infamous gang of ne'er-do-wells, which people can recognize(special tattoo, prominent sigil on equipment, or recognized by a witness). You have advantage on Intimidate checks toward anyone who is aware of your past (and who would be intimidated by reasonably powerful bandits) #### Last Big Score Select one: - Strength +1 or Charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Blacksmith You are a blacksmith, your life is having a hammer in your hand and sweat on your face. You might create for a ninja village or you create simple works for your hamlet. Either way, your hands show the marks of your labor. And now you can give metal the shape you desire. ___ **Skill proficiencies:** Craft, Athletics **Tool proficiencies:** Weaponsmith kit or Armorsmith kit **Equipment:** a set of common clothes, A hammer, and a bag containing 100 Ryo **Equipment pack:** Crafter's or Scholar's Pack [★] #### Feature: Refine and Repair As a trained Blacksmith you know your way around the forge. You are able to get the job done quickly and cheaply. You are able to repair equipment for half the cost needed to purchase that equipment and you are able to apply seals to weapons and armor in half the normal time. #### Life by the forge Select one: - Strength +1 or Intelligence +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Black Sheep You are no longer are counted as a member of your community whether that community is your clan or something else. Some event in your past has caused a rift that has yet to be melded. Perhaps you still interact with a member of your clan or you want nothing to do with them. Either way you hold the future of your relationship with them as they are more than happy to forget about you. ___ **Skill proficiencies:** Insight and Deception or Intimidation **Tool proficiencies:** Medicine Kit or Cooking Kit **Equipment:** A favorite trinket (a comfort item from your past), a set of common clothes, a cloak with a hood, and a pouch with 100 Ryo **Equipment pack:** Explorer’s pack #### Feature: The Feeling is Mutual Leaving your Clan still affects you to this day. Members of your clan continue to treat you harshly, while enemies of your clan and those who take pity on you tend to treat you with care. You also share an unspoken connection with other outsiders. #### Disowned and Unwanted Select one: - Dexterity +1 or Intelligence +1 - Feat from chapter 13: Customization options, with the General, Skill, or Clan Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Bodyguard You have spent your life protecting someone else's. Perhaps it was a noble, or a powerful crime boss; maybe even a brutal warlord. Maybe instead of someone more powerful than you, it was a physically weaker companion or family member. Whatever the case, your life up to this point has been focused around protecting someone. ___ **Skill proficiencies:** Intimidation and Insight or Perception **Tool proficiencies:** Forensics Kit **Equipment:** A set of common clothes, an instrument or set of tools with which you are proficient, a token from a former student, and a belt pouch containing 100 Ryo **Equipment pack:** Martial Artist's Pack [★] #### Feature: Eye of the Guardian You have a keen eye when it comes to safety. Your companions and yourself can travel at a normal speed through crowds; and you can always pick out the safest route to take through a town or city. This doesn't account for unseen or hidden dangers, such as a lair of vampires hiding in the noble quarter; but you can easily avoid slums and areas where thugs might hang around. #### Practiced Protector Select one: - Strength. +1 or Constitution +1 - Feat from chapter 13: Customization options, with the General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Bounty Hunter However fine and noble the world might have seemed at first glance, once you dug a little deeper beneath the facade, a deeper truth revealed itself to you. Conflict and strife are the only real constants in "civilized" lands, and for you, therein lay the opportunity for profit. As a bounty hunter you had plied your trade well, offering dubious (if effective) services and skills to all manner of client for myriad reasons- superficial or otherwise. Regardless of the cause, the justification, or the moral impunity associated with locating your mark. Every job finished brought the clink of coin between your purse strings at the expense of another poor soul fated to endure consequences dire, and often foul. ___ **Skill proficiencies:** Deception, Intimidation **Tool proficiencies:** Hacker Kit or Trapper Kit. **Equipment:** Ink bottle, a set of traveler's clothes, ink pen, 6 pages of parchment, 4 hunting traps, a tool kit of your choice, a trinket from one of your previous bounties, and a belt pouch containing 100 Ryo. **Equipment pack:** Infiltrator or Investigator Pack [★] #### Feature: Names, Faces, and Places Though many claim the role of a bounty hunter, few actually excel at the profession save those with a keen eye for observation. Among the adept are those who are truly gifted, having an almost preternatural talent for anticipating the behavior of their targeted mark. Being among their ranks, you have an uncanny ability to recall specific details of conversation and names you overhear or participate in as it relates to your bounty, or otherwise see written, even if only for a moment or two. You can also sketch out faces and general locations you've seen with accuracy, possessing exceptional recollection. In addition, you often effortlessly identify clues when tracking your bounty's movements and disposition that would be otherwise lost on lesser pursuers. #### Nothing Personal Select one: - intelligence +1 or Dexterity +1 - Feat from chapter 13:
Customization options,
with the General, Skill, or
Ninjutsu Category.
Regardless of which
feat you pick, you do
not gain an ability
score improvement
from any feat you
select. ``` ``` ### Charlatan You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink colored liquid will surely cure that unseemly rash, this ointment – nothing more than a bit of fat with a sprinkle of silver dust can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal. ___ **Skill proficiencies:** Deception, Sleight of Hand **Tool proficiencies:** Disguise kit, Forensic kit **Equipment:** A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a pouch containing 100 Ryo. **Equipment pack:** Gamer's [★] or Entertainer's Pack #### Feature: False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. #### Two Faced Select one: - intelligence +1 or charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Genjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Chef You are someone who knows the value of a properly seasoned stew and can tell the difference between spices by sight, taste, scent, and even their texture. From the soldiers marching in the fields, to the warm haven of an inn, to the bowls of the largest keeps, to the homes of the common folk you know that food and need of food is what brings together every one of every nation, religion, race, and creed. Food is your passion, it is your mission, it is your life. ___ **Skill proficiencies:** History and Performance or nature **Tool proficiencies:** Cooking Kit **Equipment:** Cook's Utensils, a cooking pot, a small knife, 2 full waterskins, 10 rations, a book of your recipes, and a bag holding 100 Ryo **Equipment pack:** Explorer's Pack #### Feature: Gourmet food You take a passion in knowing where the food you use comes from. You always know where to find ingredients for your dishes and if a piece of food would be harmful to eat. #### Passionate Cook Select one: - Charisma +1 or Intelligence +1 - Feat from chapter 13: Customization options, with the General, Skill, or Chakra Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Criminal You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. ___ **Skill proficiencies:** Intimidation, Stealth **Tool proficiencies:** Disguise kit, Forgery Kit **Equipment:** A set of common clothes with a hood, a gaming set (one of your choice), and a belt pouch containing 100 Ryo **Equipment pack:** Infiltrator’s or Scientist’s pack [★] #### Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.. #### Toughened Heart Select one: - Intelligence +1 or Dexterity +1 - Feat from chapter 13: Customization options, with the General, Skill, or Critical Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Courier You are a package courier, a much-needed service in a dangerous world where communication between settlements can be difficult. You've been far and wide, from the greatest cities to the smallest backwater towns. The road is your home, and while your travels have often been solitary, yours is a business of people. This simple fact has exposed you to many different cultures and has allowed you to see the world in a way few others can. When the journey is difficult, you can always find a path to your destination even if one doesn't already exist. ___ **Skill proficiencies:** Persuasion, Survival **Tool proficiencies:** Trapper's Kit or Medicine Kit **Equipment:** A staff, a satchel, two waterproof scroll cases, a map of your country or area of origin, a bottle of black ink, a quill, a mysterious letter whose recipient could not be found, a set of traveler's cloths, and a pouch containing 100 Ryo.. **Equipment pack:** Explorer’s pack #### Feature: Contact Network Over the years you have built a reputation based on reliability and trust. Most major settlements contain citizens, business people, politicians, or possibly even criminals that you have developed a rapport with. These people are often willing to give information to you and may also aid you for a favor in return. Certain business owners might offer you better prices in thanks for your past services. Speak with your DM to determine who these people are when entering a major settlement. #### Helpful Mailman Select one: - Dexterity +1 or Constitution +1 - Feat from chapter 13: Customization options, with the General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score
improvement from any feat you select. ``` ``` ### Detective For a significant portion of your life, you've been searching for answers. Mysteries have always fascinated you, and solving them has made you become far better at searching for clues and reading people. What answers were you searching for? Did you always find satisfying answers to your questions, or was there one answer that you wish you could forget? Have your inquiries made enemies or friends? In any case, it's landed you a job as a detective, perhaps as a paying job for a specific city, perhaps as a wanderer with a mystery-solving hobby. ___ **Skill proficiencies:** Investigation, Insight **Tool proficiencies:** Tracking Kit or Security Kit **Equipment:** A detective’s badge, a memento taken from a criminal I put away (a smoking pipe, a flask or tankard, or a pair of tinted glasses), a magnifying glass, a small pocketbook, an ink pen, thieves’ tools or a gaming set, a set of common clothes, and a pouch containing 100 Ryo **Equipment pack:** Investigator’s [★] or Infiltrator’s pack #### Feature: Elementary Knowledge You know where to find people who know things, or people who know people who know things. When you enter a city, you know where to search for information about the happenings in the city. You also never forget the face of people you meet, as you may need them in other cases. #### Private Eye Select one: - +1 Intelligence or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Genjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Doctor For the most part, doctors are expected to be paragons of good. They are beholden to a code that ensures they do no harm and try their very best to help patients. As such, it should come as no surprise that they often encounter the worst in humanity. Moral issues tail them around as purveyors of a limited good. Temptations can lead a doctor astray and easily make them into a monster. What drives your doctor? Money? Fame? Doctors are generally recognized one way or another within communities where they practice as figures of authority. Have they maybe experienced crippling illness themselves, spurring them into this field? Due to the strain of the work, doctors may disassociate themselves from patients or choose to treat everyone professionally. Consider how your character deals with all the death they may have seen, as well as any miracles of medicine they may have witnessed. They, above all others, know the fragility of life and how easily it can be forgotten. In a world where everyone can not pay for medical jutsu, a doctor can be the final arbiter between who lives and who dies. ___ **Skill proficiencies:** Investigation, Medicine **Tool proficiencies:** Medicine Kit or Poison Kit **Equipment:** A bedroll, blanket, 2-man tent, doctoral notes on your area of specialization, doctor's certification, a set of common clothes, and a belt pouch containing 100 Ryo. **Equipment pack:** Scholar's pack [★] #### Feature: Without Borders However, you may have earned your prestige or title as a doctor, you are now known to be a person who has sworn to do their very best to save lives. Your certification as a doctor makes others see you as a nonpartisan who often does what is right, no matter the case. In instances where there may be fractious conflict between neighbors or borders, you, as a doctor, may be the ideal figure to ask to mediate. If you require crossing into dangerous territory, like one of war or feud, authorities will be more lenient on your plea due to your profession providing ample reason in their eyes. This is not to say you will always get a free pass, as the respect owed to doctors is not always a given in society. #### Here to Help Select one: - Intelligence +1 or
Wisdom +1 - Feat from chapter 13:
Customization options,
with the General,
Skill, or Chakra
Category.
Regardless of
which feat you
pick, you do not gain
an ability score improvement
from any feat you select. ``` ``` ### Exile You have been singled out as unwelcome in the group or society you were raised in and have therefore been isolated. Perhaps this was your own choice, rejecting the rules of your society and leaving as a conscientious objector, or you simply never fit in and chose to seek someplace you might belong better. Alternatively, you may have been forcibly ejected for your (mis)deeds or ideas, having done something inexcusable or speaking out contrary to those who rule, resulting in banishment. Regardless of how it occurred, you are no longer a part of your home culture and have had to make your own way in the world. ___ **Skill proficiencies:** Insight, Survival **Tool proficiencies:** Tracking Kit or Disguise Kit **Equipment:** a memento from your former life (family crest, official order of rejection, or other keepsake), a walking stick (quarterstaff), a compass, a winter blanket, a set of traveler's clothes, and a pouch containing 100 Ryo. **Equipment pack:** Explorer’s pack #### Feature: Outsider's Perspective As an outsider, you see society in a different way than most and can better evaluate it from a distance. As you spend time in a city, town, or tribe, the flaws and advantages of the system become evident to you, and you pick up quickly on social dynamics. By interacting with locals and moving about the area you are able to determine things like the current balance of power, pressing issues and news, if there is unhappiness with the current status quo, and who important figures might be. However, as an outsider, others are less likely to welcome your criticism of their society without good reason. #### Brand New Life Select one: - Dexterity +1 or Intelligence +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Famous Lineage For good or for worse, people always associate you with your famous relative. Maybe it is the same hair or facial structure, it does not matter, people always point out the similarities between the two of you. You are always in their shadow, waiting to be recognized for your own actions. Work with your DM to decide why your famous relative is so well known and what are the consequences of this for your character. ___ **Skill proficiencies:** Perception, choose one from Persuasion or Deception **Tool proficiencies:** Forgery Kit or Disguise Kit **Equipment:** Disguise kit, a set of fine clothes, and a purse containing 100 Ryo **Equipment pack:** Explorer’s pack or Captain’s pack #### Feature: Name Dropping You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. #### Born in Fame Select one: - Charisma +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Clan Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Folk hero You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. ___ **Skill proficiencies:** Chakra Control, Survival. **Tool proficiencies:** Trappers Kit or Demolitions Kit. **Equipment:** A tool kit of your choice, a shovel, an iron pot, a set of common clothes, and a pouch containing 100 Ryo. **Equipment pack:** Martial Artist's [★] or Explorer's Pack #### Feature: Rustic Hospitality Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. #### For the People Select one: - Strength +1 or Constitution +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Gambler You are a skilled gambler who spends most of your time in casinos, bar rooms, and gambling dens. Are your activities legal, or do you break the law? Have you ever cheated in a game, or do you play by the rules? No matter what, your life has been one of excitement, chance, and danger. ___ **Skill proficiencies:** Insight, Sleight of Hand **Tool proficiencies:** Two Types of Gaming Sets **Equipment:** A set of common clothes, a set of dice, a deck of playing cards, a lucky charm, and a belt pouch containing 100 Ryo **Equipment pack:** Entertainer’s or Gamer's Pack [★] #### Feature: Let's Make It Interesting You can convince nearly anyone to put up something they aren’t normally willing to part with (property or information) in a game of chance. Your GM might rule that they will only agree to a game of their choosing, and they may only agree if they feel the odds are in their favor. #### Pursuit of the Rush Select one: - Wisdom +1 or Charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Chakra Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Gladiator You could have been captured, sold or even born in the midst of the gladiator arena business. A lucrative business for the rich people who pay fortunes to see other people fight each other, sometimes even to death, but a struggle for survival for all the unfortunate souls who somehow got trapped into this situation. Among the gladiators there are those who accepted their fates and made the most of it, becoming famous champions that everyone wants to cheer on, others are just biding their time until an opportunity to escape, which are you? Work with your DM to establish how and why your character has such a background and how they manage to leave the arena. Did they run away, won their freedom in a fight or someone else now holds their leash? ___ **Skill proficiencies:** Performance, and choose one from Acrobatics, Athletics or Martial Arts **Tool proficiencies:** Disguise Kit or Medicine Kit **Equipment:** The favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a purse containing 100 Ryo **Equipment pack:** Martial Artist's [★] or Entertainer’s pack #### Feature: For the amusement of the public You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. #### Ready for a Show Select one: - Strength +1 or Dexterity +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Historian You spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. For as long as you can remember you have been interested in the events from the past. The ruins of ancient cities, the mysteries of long-lost clans and the battlefields of historical battles, all these happenings fascinate you and give you the will to study them, to understand and to reveal their secrets. ___ **Skill proficiencies:** History, Survival **Tool proficiencies:** choose one from Demolition’s kit, Forensics’ Kit or Trapper’s kit **Equipment:** Wooden case containing a map to a ruin or dungeon, a set of traveler's clothes, and a purse containing 100 Ryo **Equipment pack:** Dungeoneer’s pack, Explorer’s pack or Scholar’s [★] pack #### Feature: Historical Knowledge When you enter a ruin or some historical place, you can correctly ascertain its original purpose and determine its builders. In addition, you have advantage on History checks to remember historical information. #### Know your Past Select one: - Intelligence +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Hunter of Beasts You are a mighty hunter. Skilled in the art of tracking down and slaying beasts. You make game of creatures of the fiercest variety. Perhaps because the work is rewarding. Or maybe it's the thrill of the hunt alone that drives you! It is possible that you have a score to settle or a village to protect. But in any case, you have embraced your inner apex predator.. ___ **Skill proficiencies:** Choose two from Stealth, Investigation, Animal Handling, Nature, or Survival **Tool proficiencies:** Poison Kit or Security Kit **Equipment:** A ranged weapon with 20 ammunitions, a book of lore on a specific monster or a story book about great hunts, and a small pouch with 100 Ryo. **Equipment pack:** Explorer or Crafter Pack #### Feature: Hunter's Creed Woods folk recognize you as someone who works to kill the beasts and monsters that stalk their domain. Were you all in a city you would be considered a trusted guard stalking the night in search of murderers and brigands. Rangers, hunters, guides, and other such creatures will provide aid, lodging, and are more likely to answer the call to hunt dangerous prey through their respective terrain. #### On the Prowl Select one: - Dexterity +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Critical Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Infiltrator Being just one more face in the crowd, You may be a charismatic person but you know how to move completely unseen, you have trained your entire life to become the ultimate infiltrator. You have been taught from early on the arts of how to be a spy, to investigate and learn the secrets of your enemies. ___ **Skill proficiencies:** Deception, Stealth **Tool proficiencies:** Disguise Kit, Security Kit or Hacker’s Kit **Equipment:** A set of appropriate clothes for your infiltration mission, identification papers, and a purse containing 100 Ryo **Equipment pack:** Infiltrator Pack or Diplomat's Pack #### Feature: False Identity You have more than one identity. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit anywhere. Whenever you choose, you can drop this identity and blend into the masses of the city. #### Versatility Select one: - Dexterity +1 or Charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Inheritor It might be a family heirloom, a last gift from your deceased mentor or something that someone for some reason left with you. The point is, you do not know what it is exactly, only that it is important and you must protect it. You can decide whether to tell your companions about your inheritance right away or rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you. ___ **Skill proficiencies:** Survival, choose one from the following Ninshou, Illusions or Martial Arts **Tool proficiencies:** Tracking Kit, Poison Kit or Medicine Kit **Equipment:** Your inheritance, a set of traveler's clothes, and a purse containing 100 ryo **Equipment pack:** Explorer’s Pack or Dungeoneer’s Pack #### Feature: Inheritance Work with your DM to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. #### Legacy Select one: - Intelligence +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Clan Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Insurgent Have enemies? Good, that means you stood for something at some time in your life. For you, that was taking a stand against the status quo back home. Whether it was against scheming merchant lords or an oppressive autocracy, you made your voice heard to push for change…and perhaps its the reason why you’re now adventuring, having left your home to gather allies or flee retribution. ___ **Skill proficiencies:** Persuasion, Stealth **Tool proficiencies:** Demolition’s kit, disguise kit, or forgery kit **Equipment:** One set of tools in which you are proficient, a set of traveler's clothes, and a belt pouch containing 100 Ryo **Equipment pack:** Infiltrator Pack #### Feature: Like Minded Men You are part of a network of fellow insurgents. Although you may not always agree on the methods of dissent with your fellow members, they are willing to create distractions in public, provide safe passage, and inform you of the patrol routes of guards, the military and other law enforcement in the cities and territories in which they are active. #### Revolution Is Order Select one: - Dexterity +1 or Charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Critical Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Rogue-Nin You are a notorious free Ninja who, due to unfortunate circumstances, has lost favor with their village. However, being against the major Villages comes with benefits. Those not from the major villages see you as one of them, they protect you due to your just nature. A protector of the people, a thorn in the side of authorities. ___ **Skill proficiencies:** Survival and Acrobatics or Athletics **Tool proficiencies:** Disguise kit **Equipment:** A hunting trap, an iron pot, a set of traveler's clothes, and a pouch containing 100 ryo **Equipment pack:** Explorer’s pack #### Feature: Notorious Since you come to become one of common folk not from one of the great 5 villages, you fit among them with ease. You can find a place to hide, rest, or recuperate among commoners, unless you’ve shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. #### Technique Born from the Shadows Select one: - Constitution +1 or Strength +1 - Feat from chapter 13: Customization options, with the General, Skill, or Genjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Pirate You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town. ___ **Skill proficiencies:** Acrobatics and Intimidation. **Tool proficiencies:** Demolitions Kit or Weaponsmith Kit. **Equipment:** A flask, grappling hook, rapier, a belaying pin, 50 feet of silk rope, a lucky charm, a set of common clothes, and a pouch containing 100 Ryo. **Equipment pack:** Sailor pack [★] #### Feature: Bad Reputation. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. #### High Sea robbery Select one: - Strength +1 or Dexterity +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Prisoner At some point in your past, and for a substantial amount of time, you were incarcerated for a crime. While the exact details may vary from case to case, all prisoners have this in common, at least. Your time in prison taught you how such institutions work and gave you various skills that would help anyone make it through such an experience. ___ **Skill proficiencies:** Stealth and Deception or Sleight of hand **Tool proficiencies:** Cooking Kit or Disguise Kit **Equipment:** A set of common clothes, a small knife, an easily concealed and inexpensive bauble or keepsake, and a pouch containing 100 Ryo. **Equipment pack:** Explorer’s pack #### Feature: Scrounger Your time locked away has taught you to be resourceful and how to thrive with very little. You only require 2/3s of the normal amount of materials to craft tools, weapons, or any mundane object. #### Nefarious Core Select one: - Constitution +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Critical Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Samurai Born You hail from the land of the Samurai, proud people who value honor and loyalty above all else. From early on you were taught the importance of duty, honor, and loyalty, you trained as hard as all future Samurai and everyone expected that you would follow your ancestors’ footsteps. But something happened that changed your life and made you leave your homeland behind. Work with your DM to determine why your character left his country or village to follow another path. ___ **Skill proficiencies:** Insight, choose one from Athletics or Acrobatics **Tool proficiencies:** Tracking Kit or Trapper’s Kit **Equipment:** A memento from your homeland, a set of common clothes, and a purse containing 100 Ryo **Equipment pack:** Martial Artist's [★] or Explorer pack #### Feature: Samurai Soul Even if you did not stay as a Samurai in your homeland, you still remember all the lessons you were taught and your bearing is that of a true Samurai. You receive shelter and help from members of the Samurai order and those who are sympathetic to its aims. #### Well learned lessons Select one: - Wisdom +1 or Dexterity +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Sailor You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run? ___ **Skill proficiencies:** Athletics or Acrobatics, Perception **Tool proficiencies:** Choose any one tool proficiency. **Equipment:** A belaying pin, 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center, a set of common clothes, and a pouch containing 100 Ryo. **Equipment pack:** Sailor pack [★] #### Feature: Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. #### Sea Legs Select one: - Strength +1 or Dexterity +1 - Feat from chapter 13: Customization options, with the General, Skill, or Chakra Category. Regardless
of which feat you pick, you do not gain an
ability score improvement from
any feat you select. \page ### Shinobi Scientist After the Hidden Villages started to cooperate among themselves, the divide between the ninja and civilian world has begun to close. Taking advantage of this, you manage to get a opportunity to work with other researchers for a Hidden Village or some other organization. Work with your DM to decide what your character did while working for a Shinobi science group and what are the consequences of this, why did you leave your research team behind? ___ **Skill proficiencies:** Investigation, choose one from Medicine, Ninshou, Martial Arts or Illusions **Tool proficiencies:** Forensic kit, Security kit or Hacker’s kit **Equipment:** a set of common clothes, and a purse containing 100 Ryo **Equipment pack:** Scholar’s [★] or Scientist’s pack [★] #### Feature: Researcher When you attempt to learn or recall a historical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets. Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the land can require an adventure or even a whole campaign. #### Research spirit Select one: - Intelligence +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Slave You have lived a life of servitude bound to someone whom you have called "master" for the better part of your life. Toiling for another, obeying orders, and debasing yourself have been your way of life. You have since escaped servitude, having somehow won your freedom. Perhaps, it was against your will, e.g. you were dismissed after having disgraced your master, or your master died leaving you adrift in the world with no one to serve. Regardless, freedom is new to you. Your background as a slave has given you the patience to suffer the vagaries of powerful people and also insight into the dynamics of power, its uses and abuses. ___ **Skill proficiencies:** Insight, and choose one of Persuasion, sleight of hand, or Deception. **Tool proficiencies:** Choose any one tool proficiency. **Equipment:** A set of common clothes and a small item, stolen from, or gifted to you by your former master, and a pouch with 100 Ryo. **Equipment pack:** Explorer's pack #### Feature: Solidarity You have an unspoken kinship with all people who live in servitude, a shared understanding of what it means to serve a master, as you once did. Speaking socially coded language, you can gain the trust of other servants, find welcome in their company, shelter in their midst, and sometimes even gaining access to places of power through the back doors. Speaking with other slaves and servants you can easily glean from them rumors and information regarding their masters. #### Forced to Work Select one: - Strength +1 or Dexterity +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Smuggler You have spent your life hiding in the darkness, making shady deals behind closed doors. What led you to engage in a life of crime? Do you crave the thrill of lawbreaking, or did you enter the profession to pay off a debt, risking your hide on behalf of a less than honorable noble? A smuggler is an individual trained in the art of acquisition, a professional thug who can deliver anything… for a price. Smugglers tend to be bolder criminals than most, preferring bribery or distraction over subterfuge and stealth. ___ **Skill proficiencies:** Stealth and Deception or Sleight of hand **Tool proficiencies:** Security Kit or Disguise Kit **Equipment:** A bolt cutter, a set of dark common clothes including a hood, and a belt pouch containing 100 Ryo. **Equipment pack:** Explorer’s pack #### Feature: Careful Selection Some close brushes with the law have taught you that not every city guard can be bribed, and some people are simply too keen to miss minute discrepancies. This feature allows you to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than you. It does not reveal how expensive a bribe may be for a given situation, however. #### Equivalent Exchange Select one: - Dexterity +1 or Charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Critical Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Soldier The world needs more fighters than the villages can provide using fighters not trained in chakra to fight battles not worth the expensive prices of ninja. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army, a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. ___ **Skill proficiencies:** Athletics, Intimidation **Tool proficiencies:** Medicine Kit or Demolitions Kit **Equipment:** An insignia of rank, a trophy taken from a fallen enemy, a gaming set (one of your choice), a set of common clothes, and a belt pouch containing 100 Ryo **Equipment pack:** Martial Artist's pack [★] #### Feature: Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment for temporary use. You can also usually gain access to friendly military encampments where your rank is recognized. #### Rigid Discipline Select one: - Strength +1 or Constitution +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Teacher You are an experienced teacher who knows how to best instruct others in an array of disciplines. Although you have a vast amount of knowledge yourself, pedagogy is the most important tool in your toolbox because it allows the rest of your knowledge to spread most efficiently. ___ **Skill proficiencies:** History, Performance **Tool proficiencies:** Forensics Kit **Equipment:** A set of common clothes, an instrument or set of tools with which you are proficient, a token from a former student, and a belt pouch containing 100 Ryo **Equipment pack:** Scholar's Pack [★] #### Feature: Knowledge If you need information on something, you know if there is a book containing that information and where to find it. Further, when you hear a creature speaking or when you see language written down, you can identify exactly what language is being used even if you are not proficient in the language. Finally, when you hear music, you know which instruments are being used in the performance, even if you are not proficient in their use. #### Guider of the Future Select one: - Wisdom +1 or Intelligence +1 - Feat from chapter 13: Customization options, with the General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Test Subject You were brought up in slavery or captivity where you were experimented upon. A large portion of your history consists of dark dungeons or tower cells, and excruciating tinkering upon your person, either through arcane or mundane means. You have endured extraordinary events of inhumane science. At some point, you escaped captivity, through subterfuge, diplomacy, or violence. ___ **Skill proficiencies:** Medical and Insight or sleight of hands **Tool proficiencies:** Poison Kit or Forensics Kit **Equipment:** A set of common clothes, a token to remember your home/parents, a pair of manacles, and a pouch containing 100 Ryo **Equipment pack:** Scientist’s [★] or Infiltrator’s pack #### Feature: First Hand Experience You have experienced countless days of mental, physical, and spiritual agony, and know intimately how you were kept alive through it. While interrogating a living humanoid, you can make sure that any pain you inflict will not kill the individual. Additionally, while perceiving such an individual, you may take at least 30 minutes to attempt (Insight/medical/Investigation) to learn any arcane or biological secrets about their body. #### Human Guinea Pig Select one: - Constitution +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Chakra Category. Regardless of which feat you pick, you do not gain an ability score improvement from any
feat you select. \page ### Tragic Past Fate has not been kind to you. You suffered a tragedy in your past that marked you so deeply that it set forward your life goals. Work with your DM to decide what tragic event happened in your character’s life that made them who they are now. ___ **Skill proficiencies:** Investigation, Survival **Tool proficiencies:** Tracking Kit or Security Kit **Equipment:** A memento from your past, a set of common clothes, and a purse containing 100 ryo **Equipment pack:** Explorer’s pack or Dungeoneer’s pack #### Feature: Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. #### Burdened Memory Select one: - Constitution +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### (Un)Retired Ninja “I’m getting too old for this stuff.”
You spent your life as an Ninja, learning the use of many skills and basic survival techniques, including how to stay alive in a hostile area. You might have been part of a famous Team or a less renowned one.
When you choose this background, work with your GM to determine the details of your previous career, and what kind of experiences you had. How famous was your previous team and how well known are you? What did you learn? What was your group’s specialty? ___ **Skill proficiencies:** History, Survival **Tool proficiencies:** Tracking Kit, Forgery Kit or Medicine Kit **Equipment:** A grappling hook, one tool with which you are proficient, a memento of an unsuccessful expedition (map to a never found treasure, lock of hair from a fallen companion, or another trinket), and a pouch containing your last 100 Ryo **Equipment pack:** Martial Artist's [★], Explorer, or Infiltrator’s pack #### Feature: Bridges Not Yet Burned Throughout your adventures you have established a multitude of contacts from all walks of life, but the intervening years have seen those relationships strained. You may use any feature of any other background, but once a particular feature is used, that feature can’t be used again until one year has passed. #### Blast from the Past Select one: - Wisdom +1 or Charisma +1 - Feat from chapter 13: Customization options, with General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat
you select. \page ### Wild child Some people are abandoned or lost when they are young, and subsequently survive in the wild by some freak stroke of luck. You are one such person. Were you raised by animals, or did you survive entirely by yourself? Are you an orphan? Did your parents abandon you in the woods because of poverty or apathy? Were you accidentally lost when your relatives were walking through the wilderness with you? It is possible you have no memory at all of your parents or how you ended up separated from them in the first place. After your first encounter with humanoids, how did you come to live in humanoid society? Did you seek out other people or were you forced away from your home and into a world you had no connection to or understanding of? ___ **Skill proficiencies:** Survival and Animal Handling **Tool proficiencies:** Alchemist Kit, Poisoner's kit **Equipment:** A healer's kit, an object you collected from the wilderness such as a shiny stone or seashell, a set of traveler's clothes, a patch of fur from an animal, and a large waterskin that can hold two gallons of water. **Equipment pack:** Traveler’s pack #### Feature: Scent of the Wild lands Your sense of sight and smell was finely tuned during your years in the wild. When you enter a forest or thick meadows, you can correctly ascertain tracks of any beast or humanoid. In addition, you can determine a safe harbor closest to you. #### Strangers Like Me Select one: - Dexterity +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Villager You were born in a small village, outside the radar of the Five Great Hidden Villages. Your family was known locally, but for some reason, you decide to move out and discover how the world is outside your local community. Work with your DM to decide what event set you character on a different path and marked them for greater things. ___ **Skill proficiencies:** Animal Handling, Survival **Tool proficiencies:** Trappers kit or Tracking kit **Equipment:** A small memento from your village, a set of common clothes, and a purse containing 100 Ryo **Equipment pack:** Explorer's pack or Dungeoneer’s pack #### Feature: Rustic Hospitality Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. #### Humble Origins Select one: - Wisdom +1 or Constitution +1 - Feat from chapter 13: Customization options, with the General, Skill, or Clan Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page # Season 2 ### Advisor You are an advisor to an important person. Perhaps you are the personal advisor to a local lord, or maybe you are a lord’s military strategist. In any case, you are frequently looked to for advice by someone with power. Your role is not necessarily one of fame and prestige, though it could be. It is also possible that you help rule from the shadows, whispering your advice to your liege in secret to ensure that he makes the right decisions. You may even occasionally pen documents on your superior’s behalf – with or without their knowledge. ___ **Skill proficiencies:** Persuasion, History **Tool proficiencies:** Forensic's Kit **Equipment:** A bottle of black ink, a quill, 3 pieces of parchment, a set of fine clothes, and a pouch containing 100 Ryo. **Equipment pack:** Scholar’s [★] pack #### Feature: Position of Power Because of your position, you command a certain respect. People who both know who you are and also have a vested interest in pleasing your liege tend to give you the benefit of the doubt and will go out of their way not to draw your ire, lest they potentially incur the wrath of your superior. Others within the organization you are a part of are also likely to curry favor from you however they can. #### Networker Select one: - Intelligence +1 or Wisdom +1 - Feat from chapter 13: Customization
options, with the General, Skill, or
Genjutsu Category. Regardless of which
feat you pick, you do not gain an
ability score improvement from
any feat you select. ``` ``` ### Android/Robot You were made, not born and as an android you do not age. Due to your inhuman being many fear you and many have mistreated you. Has this Treatment made you dislike humanity? Were you made with a purpose? Is that purpose something you agree with? Do you have the choice to agree with your purpose? Who are your creators. Are they ill-natured or pure minded? ___ **Skill proficiencies:** Choose two from Ninshou, Acrobatics, Athletics, and chakra Control **Tool proficiencies:** choose one from Demolition’s kit, Forensics’ Kit or Trapper’s kit **Equipment:** Common clothes, a sketchbook with your designs inside, and a pouch with 100 Ryo inside. **Equipment pack:** Martial Artist Pack #### Feature: Created to Suceed As an Android you have emergency rations of energy that you can ration when near death. It takes you 50% longer to die from starvation, dehydration, and hypoxia. #### Artificial Life Form Select one: - Strength +1 or Constitution +1 - Feat from chapter 13: Customization options, with the General, Skill, or Chakra Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Almost the Chosen One Thousands of years ago a prophecy in your kingdom foretold of a great evil rising to power and of a great good that would vanquish that evil. It was said that that person would be born under the right combination of stars, with the right hair color, the right eye color, and a birthmark in one specific place. Sadly, your older twin is the one with the birthmark, not you. This left you with a life of being ignored. Maybe your parents still loved you for who you werel but the country had no care as to what you would do with your life, leaving you to teach yourself. Still, everything you ever did was overshadowed by your older sibling. Did they do this on purpose? ``` ```







Were they intentionally trying to make you look bad to make everyone love them more, or was it simply the nature of who they were that caused them to be in the way of every step you made? Were your parents always supportive of you despite you not becoming the great good that would vanquish evil, were they extra hard on you so that you could still have a life of meaning, or did they cast you aside, allowing you to do whatever you pleased because they had already given up hope of you achieving anything? How many times have you pretended to be your sibling in order to get favors, or maybe just feel the love that they are given? ___ **Skill proficiencies:** Stealth and Deception **Tool proficiencies:** Disguise Kit **Equipment:** A trinket of your choice from your childhood, a set of common clothes, a book telling the prophecy foretelling your sibling, and a belt pouch containing 100 Ryo. **Equipment pack:** Infiltrator or Martial Artist’s [★] pack #### Feature: Sibling of the Chosen One Due to the status of your sibling, people don't look in your direction if your sibling is nearby. Everyone is too awestruck by your sibling, and to be blunt, don't give two flying chamber pots about you. However, you can get certain things for free, like whatever you can get your hands on while no one is looking. Sometimes you can even get a free room or service by promising the Chosen one will visit an establishment. If you're lucky, you can even pass yourself off as the chosen one. Just watch out for complications and consequences. #### An Important Side Character Select one: - Dexterity +1 or Intelligence +1 - Feat from chapter 13: Customization options, with the General, Skill, or Clan Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Barbarian You come from a distant land that lacks any form of centralized civilization. A savage land that conjured up blizzards, floods, drought, and tempests to flatten, drown, and otherwise destroy you and your clan. Still, you prevailed for all its murderous intent, however, you give thanks to your homeland. For whatever reason you have left your homeland. Were you forced to leave, or did you leave seeking glory and riches? Did you come alone or did your clan follow? ___ **Skill proficiencies:** Choose two from Stealth, Investigation, Animal Handling, Nature, or Survival **Tool proficiencies:** Poison Kit or Security Kit **Equipment:** Torn Common cloths, a simple weapon, a prized trophy passed down through your clan, and a pouch holding 100 ryo. **Equipment pack:** Explorer or Crafter Pack #### Feature: Hunter’s Instinct When you travel in the wilderness, you sense when someone or something has caught your trail or scent. Although you lack the details, you instinctively recognize when your pursuers are within an hour or less of your position. #### Wild Ones Select one: - Strength +1 or Constitution +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Bulter/Maid As a servant to a noble or a high-ranking family, you spent your time as their faithful retainer. Your daily chores might have included laundry, helping others dress, cooking, taking care of animals, gardening, mending worn out clothes, cleaning, playing with kids as a babysitter, shopping, and other tasks given by your master. The people you served under became your family, something very close to you. Your own family might be deceased, or you might be a part of a servant ancestry with a long tradition of working under your master's family. ___ **Skill proficiencies:** History, Intimidation **Tool proficiencies:** choose one from Cooking Kit, Medicine Kit or Security’s kit **Equipment:** A fine butler's suit (equivalent to Fine Clothes), a signet ring given to the servants of the family you worked for and a pouch containing 100 Ryo. **Equipment pack:** Captain's Pack #### Feature: Friend of the Family As a long servant to your family, noble or high-ranking people will recognize your origin. They might be willing to listen to you, if your family had any connections with them, but they also might be reluctant to trust you. As a servant to your family, whether former or present, you are still seen through their reputation. #### A Humble Servant Select one: - Intelligence +1 or Charisma +1 - Feat from chapter 13: Customization options,
with the General, Skill, or Ninjutsu Category.
Regardless of which feat you pick, you do not
gain an ability score improvement from any feat
you select. \page ### Bureaucrat You are a person looking to change the society around you by playing in the arena of politics. You have a very sociable personality and words come easy to you. Inside, your mind is filled with strategies and dialectics. Maybe you have are silver-tongued and can lead a mob to do your every bidding. Perhaps you are an ex-vizier of the king, looking to foment an insurrection against the monarchy. What got you into this cutthroat practice of weaving words and promises? Are you a politician for the good of the people, or one out to satisfy your own desires? ___ **Skill proficiencies:** Choose two from Insight, Deception or Persuasion **Tool proficiencies:** choose one from Disguise kit, Security Kit or Forensic kit **Equipment:** Fine clothes, a "fancy" ring worth 5 Ryo, a political manifesto you helped write, and a pouch containing 100 Ryo. **Equipment pack:** Captain or Scholar’s [★] pack #### Feature: Political Prominence You are commonly taken for face value as a person of great standing. People will likely treat you like a noble or assume you of that lineage. You can attain audiences with nobles or officials easily, as they may often see you as one of their circle. #### Risen to Power Select one: - Intelligence +1 or Charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Genjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Clone You were created by a cloning jutsu- a work of necromantic ninjutsu that is normally used to escape death. For whatever reason you were awakened before your original died and you awoke with none of your original's memories. Your original has not died yet- they are still out there in the world, and you have little to no understanding of who they are and what their objectives are. Perhaps you have only recently awoken... or maybe you have been in this world longer than that? Did you emerge from a vat or chamber that you were created in, or was there some other means that you were created by? Did you know the person that you were created from, or have the two of you never met, or do you even realize they're still alive? Do you know who created you? Was your creator also the person you are cloned from? What purpose were you created for? Will you seek out your creator or are you happy to never know the person that shares your face? ___ **Skill proficiencies:** Choose two from Stealth, Investigation, Animal Handling, Nature, or Survival **Tool proficiencies:** Forensic Kit or Hacker Kit **Equipment:** a set of common clothes, a tool set and a small pouch with 100 Ryo. **Equipment pack:** Explorer or Traveler Pack #### Feature: Mistaken Identity Being a perfect copy of someone has its perks. Anyone who knew your original will initially think you are them. They will treat you as your original and, if convinced of that identity, allow you access to all that your original would have had access to. If you fail to impersonate your original, the person may become aware of the deception, and fear you are a doppelganger, disguised spy, illusionist, polymorphed monster, or some other horrid thing. #### Second-Hand Copy Select one: - Dexterity +1 or Con +1 - Feat from chapter 13: Customization options, with the General, Skill, or Chakra Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Chronicler History is made every day, but not all people care to remember it. It is your duty as a chronicler to make sure that that history is recorded for future generations. You are one of the few who stand against ignorance. You may be a person obsessed with detail, or maybe a curious scholar looking for all the parts of a story you are invested in writing down. Whatever the reason you have decided to set out into the world to seek out and record all you can find. ___ **Skill proficiencies:** History, Survival **Tool proficiencies:** choose one from Demolition’s kit, Forensics’ Kit or Trapper’s kit **Equipment:** Wooden case containing a map to a ruin or dungeon, a set of traveler's clothes, and a purse containing 100 Ryo **Equipment pack:** Dungeoneer’s pack, Explorer’s pack or Scholar’s [★] pack #### Feature: Historical Knowledge When you enter a ruin or some historical place, you can correctly ascertain its original purpose and determine its builders. In addition, you have advantage on History checks to remember historical information. #### Know your Past Select one: - Intelligence +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Chakra Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Failure To this day you have not had a single grand victory in your life. You have always come in last place, while being left in the dust by your peers. You have been told many a time that you should quit being a ninja, but there is something that makes you stay. Whether it it is to prove those putting you down wrong, to prove that you can be a truly great ninja, or to prove one of your rare supporters right. Whatever the case it is up to you to work hard, so you won't be a failure forever. ___ **Skill proficiencies:** Choose two from Athletics, Acrobatics, or Persuasion **Tool proficiencies:** Trappers Kit or Armorsmith Kit **Equipment:** Common cloths, a mementos from one of your supporters, and a pouch containing 100 Ryo. **Equipment pack:** Martial Artist’s [★] pack #### Feature: Low Exceptions Others have very low expectations of you, due to this you are often given much easier tasks than your teammates or are underestimated in combat. If you show that you are more capable than that person thought, they will begin to treat you like they would any other person. #### Grit of Gold Select one: - Strength +1 or Dexterity +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any
feat you select. \page ### Farmer You were what most common folk are–a farmer. You worked on a lord's estate, or you worked for a company. Either way you produced resources from the land in return for food, shelter, clothing, protection, and other benefits. Farmers focus on raising living things and harvesting various useful goods–mostly food–from the land. Farmers make up the vast majority of the peasantry, alongside other raw resource producers, such as miners and fishermen. Farmers are a hearty, enduring folk, they work long hours under the sun often doing dirty and exhausting or even disgusting work. ___ **Skill proficiencies:** Animal Handling and Nature **Tool proficiencies:** Cooking Kit or Security Kit **Equipment:** A farm implement (such as a pitchfork or shovel), a set of work clothes or common clothes, a wide brimmed hat, a sack containing trade goods, and a belt pouch containing 100 Ryo. **Equipment pack:** Crafter Pack #### Feature: Of the Land You lack the formal education of the higher classes, but for how little you may know there is a great deal that you understand. You have a practical, working knowledge of astrology and meteorology, and can easily track the time and date as well as predict the weather within a few hours, or days if you're lucky. You understand the "secrets of life"; the needs of life (water, light, air, salt, etc.), the patterns of physical inheritance, and the connections between different plants and animals. #### One with the Land Select one: - Strength +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Chakra Category. Regardless of which feat you pick, you do not gain an ability score improvement from
any feat you
select. ``` ``` ### Gangstar Your life and actions are dictated by one person, the father if you will. You do as you are told, completing whatever order you are given, whether it be stealing a small gem, or killing a small child. The lengths you go to don't matter, as long as it is completed. Unless... You broke free from such a thing? Or perhaps you're simply on a quest from command of your superior? Do you wish to continue to act as a dog on a leash or live by your own choices and wishes? ___ **Skill proficiencies:** Choose two from: Intimidation, Persuasion, Deception, Investigation, Insight **Tool proficiencies:** Poison Kit or Disguise Kit **Equipment:** A knife engraved with the symbol of your godfather, fine clothes, and a belt pouch with 10 Ryo. **Equipment pack:** Explorer or Crafter Pack #### Feature: Friend of Mine Other mafiosos know your face and are scattered all over the land, be it from your clan or another. Depending on your status, they may attempt to take your life, or do a favor with you, or even become a potential ally. Work with your DM to talk about your gang relationships with other gang, and details about both you and others gang. #### Wanted by Everyone (Dead or Alive) Select one: - Intelligence +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Critical Category. Regardless of which feat you pick, you do not gain an ability score improvement from any
feat you select. \page ### Inventor You have brilliant ideas and then you translate them into reality via technology or chakra. You go for original content, or at least try to. People may find you eccentric and funny or attractive in personality. Others may decry your practices as unorthodox or dangerous even. Inventors vary far and wide in aims and specialties, from weaponry, to tinkering, and even the realm of metaphysical, like theorists or so-called magicians. ___ **Skill proficiencies:** History and Crafting **Tool proficiencies:** Demolitions kit **Equipment:** A Demolitions Kit, a small assortment of tinkering supplies (springs, cogs, levers, gears, valves, ball bearings, etc.), a set of traveler's Clothes, and a wallet holding 100 Ryo. **Equipment pack:** Scientist Pack #### Feature: Mind for Machines You have a keen eye and a natural intuition when it comes to scavenging materials for new inventions and coming up with inspiration for new ideas. When investigating and searching your surroundings you are very adept at locating materials that can be used to create new machines and may also become inspired with an idea for a new machine to try building. #### A Good Day to Learn Select one: - Intelligence +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat
you select. ``` ``` ### Last Clansmen You are the last of your clan. You were the sole survivor of a major life-threatening event. Maybe your village or city was attacked by some great evil, or maybe you were tricked by some greater power. No matter the details, everyone other than you died, and you survived. Where were you when it happened? What age? Were you a small child, or a young adult? What attacked you? Was it one thing, or a group? What effect did this have on you? Were you traumatized, or were you strengthened by it? Did you run away, or did you fight it? ___ **Skill proficiencies:** Survival, Perception **Tool proficiencies:** choose one from Weaponsmith’s kit, Cooking’ Kit or Medicine’s kit **Equipment:** A trinket of your past (a necklace, ring, sword, severed finger or hair, etc.), a set of worn travelers clothes, a scroll detailing your life up to this point, a backpack, and a belt pouch containing 100 tyo. **Equipment pack:** Traveler’s pack, Explorer’s pack or Martial Artist’s [★] pack #### Feature: Lonely Living Having survived by yourself for some years, you are able to take care of survival necessities by yourself. You can make fires, craft shelters, cook food, etc. without having to make a Survival check. Also, you know several townspeople, hunters, and shop owners from your travels alone. Landmarks and places of interest may also be familiar to you. #### Lone Survivor Select one: - Dexterity +1 or Intelligence +1 - Feat from chapter 13: Customization options, with the General, Skill, or Clan Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Magician Your home is the stage. There are many stages you have known from street corners to grand theaters, but upon all of them you have reveled in the delighted shouts and thunderous applause of the crowd. Using your knowledgeable of chakra and Ninjutsu you amaze and entrance your audience with displays of inexplicable beauty, or reduce them to hushed fear with death defying escapes and illusions of certain carnage. You have seen patrons of all ages reduced to moments of childlike wonder, regardless of their station in life. But always, there is the stage and its call to glory. ___ **Skill proficiencies:** Performance and Ninshou **Tool proficiencies:** Disguise Kit **Equipment:** A deck of playing cards, a memento of fame (fan letter, autographed sketch of self or poster advertisement of past performance), a costume, and a pouch containing 100 Ryo. **Equipment pack:** Entertainer’s [★] pack #### Feature: By Popular Demand You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. #### Arcane Trickster Select one: - Intelligence +1 or Charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Mercenary As a shinobi who doesn't originate from a shinobi village you fight for coin and glory alone. Experienced in the ways of battle; you reap its benefits while never being tied down by having to declare your loyalty to one of the many warring nations that pay you. Any home will be second to the battlefield in your heart, and you are free to move and serve who you please. You may be famous or infamous, be part of a mercenary group, or a lone wolf, but you are always willing to fight - for the right price. Whether it be for gold, glory, peace, or war, you are never far away from the battlefield, and you always keep your weapons sharp. ___ **Skill proficiencies:** Intimidation, Perception **Tool proficiencies:** Weaponsmith Kit or Poison Kit **Equipment:** Proof of the first contract you completed, a set of common clothes, one gaming set of choice, belt pouch containing 100 ryo. **Equipment pack:** Traveler's Pack #### Feature: Hired Blade As an experienced mercenary you gone on enough missions to have a deep understanding of what you can handle and what you can't. When hearing the briefing of a mission or a description of a mission you have a vague understanding of how difficult the mission should be. #### Sword for Sale Select one: - Strength +1 or Dexterity +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Monk At a young age you were brought to the monastery. You have little to no memory of your old life. You have trained with your brothers and sisters learning the ways of ninshou for as long as you can remember. You were taught how chakra was given to mankind as a gift and as a way to make peace, not war. ___ **Skill proficiencies:** Athletics, Perception **Tool proficiencies:** choose one from Demolition’s kit, Forensics’ Kit or Trapper’s kit **Equipment:** A set of artisan's tools, a monastic symbol(i.e. beads, a ring, a necklace), Clothes, and a Pouch filled with 100 Ryo. **Equipment pack:** Traveler’s pack or Martial Artist ’s [★] pack #### Feature: In the Order's Grace As a monk, you have the respect your others in your order. You and your companions can expect to receive free healing and care at a monastery, shrine, or other established presence of your order. Your order will support you (but only you) at a modest lifestyle. #### A Modest Life Select one: - Intelligence +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Chakra Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Reformed You were once a villain, but now you seek to change. You search to redeem yourself in the eyes of those who you hurt. The road is a long one, but it is one that you are going to take. Hopefully you are given the opportunity to make it up to everyone. ___ **Skill proficiencies:** Choose two from Stealth, Investigation, intimidation, or Perception **Tool proficiencies:** Poison Kit or Security Kit **Equipment:** A ranged weapon with 20 ammunitions, a book of lore on a specific monster or a story book about great hunts, and a small pouch with 100 Ryo. **Equipment pack:** Explorer or Crafter Pack #### Feature: Back on the Right Side of the Law Even though you've given up your lawbreaking habits, you still carry abilities learned in carrying out criminal acts. You also know where the criminal elements in a city are likely to reside. #### Criminal Past Select one: - Dexterity +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Critical Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat
you select. \page ### Time Traveler You were born years, decades, perhaps even centuries forwards in the timestream. However, whether due to the influence of a god or a magical mishap, you were sent hurtling into the past your past, and now live amongst figures you thought were merely myth and legend. As you were born and raised in said future, your way of life had, or will have to dramatically change. The technology that assisted and entertained you doesn't exist. You're stranded in history, with no seeable way to escape. When making a character of this background, consider what their future looked like. Was chakra still widely used, or did it die out and was replaced by Technology? How much do you know about the/your past? How accurate was that information? Do you want to get Back to the Future, or are you OK with living in the books? Why did you end up going back, and why would you want to stay / leave? ___ **Skill proficiencies:** History, Insight **Tool proficiencies:** choose one from Alchemist ’s kit, Demolition's Kit or Hacker ’s kit **Equipment:** A set of fine clothes, 10 sheets of parchment, ink and quill, one trinket representative of the future state of the world, and a belt pouch containing 100 Ryo. **Equipment pack:** Scientist’s pack, Traveler’s pack or Gamer’s [★] pack #### Feature: Well-Informed When meeting particularly important people or experiencing world-altering events, you often recall "history" taught during your future life that provides additional information. Your DM may rule that the passage of time did not deem this situation worthy of being recorded or may even provide only partially correct or completely false information due to historical inaccuracies. #### Know your Past Select one: - Dexterity +1 or Intelligence +1 - Feat from chapter 13: Customization
options, with the General, Skill, or
Chakra Category. Regardless of
which feat you pick, you do not
gain an ability score
improvement from any feat you
select. ``` ``` ### Treasure Hunter You've always been an explorer of the unknown, finding old artifacts and treasures lost with the passage of time. You may be a thief or an archeologist, but you're determined to find any treasure and secrets hidden in the world. Your keen senses and quick reflexes have led you far and helped you find treasures that others would easily miss. ___ **Skill proficiencies:** Choose two from Investigation, Sleight of Hand, or Acrobatics **Tool proficiencies:** Poison Kit or Security Kit **Equipment:** A ranged weapon with 20 ammunitions, a book of lore on a specific monster or a story book about great hunts, and a small pouch with 100 Ryo. **Equipment pack:** Explorer or Crafter Pack #### Feature: Quick Finder You can always find rumors of nearby treasures and dungeons. Whenever you enter a populated area, you know where to find any information related to dungeons, treasures, or bounties. #### Dungeon Delver Select one: - Dexterity +1 or Charisma +1 - Feat from chapter 13: Customization options, with the General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### War Child You grew up in a region ravaged by warfare, where danger lies around every dawn. The times you spent hiding away from soldiers, fighting back against the assaults, or simply helping those who did so unsuccessfully. You have left that world behind now, whether the war itself ended or if you simply left never to look back. But the time spent in war will never let you return to the one you once were. ___ **Skill proficiencies:** Choose two from Athletics, Medicine or Stealth **Tool proficiencies:** choose one from Demolition’s kit, Cooking’ Kit or Trapper’s kit **Equipment:** a keepsake from your old home, a set of common clothes featuring a hooded cloak, and a pouch containing 100 Ryo. **Equipment pack:** Traveler's pack #### Feature: Threat Assesment Your time at war has made you adept at locating the most dangerous thing in a hostile situation. When the adrenalin kicks in, your senses heighten, and you can quickly tell what is the most immediate danger in a hostile situation. #### Terrorized Survivor Select one: - Dexterity +1 or Wisdom +1 - Feat from chapter 13: Customization options, with the General, Skill, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. ``` ``` ### Witch/Warlock The community you were born to had little to no knowledge of chakra leading many to distrust and fear you, due to your natural ability to use ninjutsu. At a young age you realized that your unique gift placed you above the commonfolk of your town. Did you use your gift to help those in your community or did you take advantage of your gift? Were you celebrated as a hero or were you driven out and viewed as a monster? ___ **Skill proficiencies:** Choose two from Intimidation, Chakra Control, Ninshou, or Performance **Tool proficiencies:** Alchemist ’s kit **Equipment:** A set of fine clothes, a large shoulder bag full of trinkets and oddities, incense and a pouch holding 100 Ryo. **Equipment pack:** Traveler's Pack #### Feature: Innate Talent The ability to use chakra comes naturally to you. This led to you being more creative than others with your usage of ninjutsu. Once per short rest you may change any non-charisma based skill check to a ninjutsu skill check. #### Misjudged and Misunderstood Select one: - Intelligence +1 or Constitution +1 - Feat from chapter 13: Customization options, with the General, Skill, or Genjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select. \page ### Veteran Warrior You are a well decorated war veteran, having served in at least one brutal campaign for the honor and glory of your village. You are generally welcome anywhere inside your land and are treated with respect even by those who do not personally like you. ___ **Skill proficiencies:** Choose two from Survival, Medicine, Animal Handling, or Intimidation **Tool proficiencies:** Weaponsmith Kit or Armorsmith Kit **Equipment:** A set of fine clothes, a ceremonial weapon gifted to you for your victory, and a pouch with 100 Ryo. **Equipment pack:** Explorer or Captain Pack #### Feature: Hero's reputation You can use your rank and history as a soldier to gain entry into otherwise private areas of your respective kingdom. You can typically gain free room and board for yourself within your empire, and with some persuasion might be able to pass this benefit along to your current company depending on the size of your party. #### Village Hero Select one: - Dexterity +1 or Intelligence +1 - Feat from chapter 13: Customization options, with the General, Skill, or Ninjutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select.