```metadata
title: King's Blood
description: >-
Some Hunter-Nins have the innate sense of strength and pride that is
associated with being a King. Those who are born to this power will follow
this Creed. Following the Blood of Kings through visions and dreams.
tags: []
systems: []
renderer: legacy
theme: 5ePHB
```
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```
# King's Blood Hunter-Nin
\page
## King's Blood
**Creator:** *Kriothan*
Some Hunter-Nins have the innate sense of strength and pride that is associated with being a King. Those who are born to this power will follow this Creed. Following the Blood of Kings through visions and dreams.
### King's Blood Proficiency
When you choose this Creed at 3rd level, You gain proficiency in Ninshou, and Sleight of Hand skills. You can make any checks with the aforementioned skill using Intelligence or Dexterity.
Additionally you have begun the steps to harness the greatness that resides in your blood. Either by recieving it from a family member, or finding it in your estate. You have recieved the **Ring of Kings**. While you wear this indestructible item, you are granted access to the **Royal Armory**, a collection of weapons passed down from prior ages. As an Object Interaction, you may summon any of these weapons from your **Ring** into your hand. Each weapon can be summoned once per short rest, and last for a minute. Or until you dismiss them. You are considered to be proficient with each of these weapons.
You may use Dexterity or Intelligence for attack and damage rolls in regards to these weapons, and substitute any effects or weapon properties that would use another ability score for those mentioned above.
### King's Knowledge
Also at 3rd level, you can call upon the aid of the beings in your **Ring of Kings** to give you advice and wisdom. You can add a d4 to any Wisdom, Charisma, or Intelligence skill check, or saving throw, a number of times equal to your proficiency bonus per long rest.
This becomes a d6 at 10th level, and a d8 at 17th level.
Additionally, you gain exclusive access to the **Lord's Aura**, Hunter Exploit. This does not count against your Exploit Limit.
#### Lord's Aura
**Skill**: Ninshou
**Requirements**: Blood of Kings Subclass
When you would deal damage as a result of using a weapon from your **Royal Armory**, you can make a Ninshou check against the targets AC. If you have expertise in Ninshou, you instead add a d4 in place of expertise, On a success, you force the target to become prone. Additionally, they cannot mold chakra or form handseals until the end of their next turn.
```
```
##### Royal Armory Table
| Royal Armory | Effect |
|:----:|:-------------|
| Sword of the Wise |Broadsword (1d6 Slashing, Critcal, Deadly, Light, Thrown 20/60.)
This blade has a +1 to attack and damage rolls made with it. Additionally, when used as a thrown weapon, you can spend a bonus action to teleport to the target of your attack, making an additional attack as part of the same action.|
| Axe of the Conqueror |Halberd (1d12 Slashing, Heavy, Two-Handed, Reach 2.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, it can be used only for Bukijutsu that make one attack. But when it does damage, increase the damage die by 2 and once per turn, you can force all creatures of your choice within 30 feet of you to make a Wisdom saving throw versus your Taijutsu (Or Ninjutsu) save DC. Gaining one rank of Fear on a failure that lasts a minute.|
| Bow of the Clever|Crossbow, Hand (1d6 Piercing, Range 60/120, Light, Multiattack, Ammunition.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, this weapon does not need to be reloaded. Ammunition is formed as you aim to fire it. |
| Blade of the Mystic|Katana (1d8 Slashing, Finesse, Deadly, Critical.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, in place of your attack action, you may attack with another weapon in your **Royal Armory** that you haven't used yet. Giving it a thrown range of 20/60 if it doesn't have one already. |
| Star of the Rogue |Monster Chakram (1d10 Slashing, Range 60/180, Thrown, Returning, Grapple.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, when making an attack with this weapon, by spending your Bonus Action, you can split the weapon into multiple pieces. Forcing all creatures of your choice within 60 feet to make a Dexterity save. Taking 4d6 slashing damage, and three ranks of Bleed on a failure. Half damage on success. |
| Sword of the Tall | Odachi (2d8 Slashing, Heavy, Two-Handed, Deadly, Critical.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, as a bonus action when wielding this weapon. You can rev it, turning it into a Piercing weapon, when you deal damage with a weapon attack while it does Piercing damage, you can inflict one rank of bleed. |
| Shield of the Just |Shield (1d6 Bludgeoning, Blocking, Thrown 20/60, Returning, Trip.)
You gain a +1 to AC and saving throws while wielding this Shield. Additionally, as an reaction, you can interpose yourself between allies and enemies. Creating a 20 foot long barrier, that has HP equal to double your Taijutsu (or Ninjutsu) DC. |
\page
### Elemancy
At 7th level, taking the knowledge of prior Kings you have learned what you need to become one with most nature Releases. Turning them into powerful explosions. As a Reaction to taking damage from a jutsu with an Elemental Keyword. You can make a Intelligence (Sleight of Hand) check vs a DC of 22 + Jutsu Rank. (D-Rank +1, C-Rank +3, B-Rank +5, A-Rank +8, S-Rank +10.) On a success, you absorb the jutsu into your **Ring of Kings.** Negating it's effects, and storing it for up to one minute. You can only have one jutsu stored at a time.
As a Bonus Action on your turn, you can withdraw the elemental energy and form it into a grenade that deals damage equal to the corresponding element (Water = Cold.) Then throw it using the same Bonus Action at a point within 60 feet of you, each creature within 30 feet of its landing point must make a Dexterity saving throw vs Taijutsu (or Ninjutsu) DC. Taking an amount of damage equal to the rank of the jutsu captured on a failed save, and one rank of the condition associated to the element. Or Half damage on a success.
(D-Rank 3d6, C-Rank 5d6, B-Rank 7d6, A-Rank 9d6, S-Rank 12d6.)
### King's Commandment
Also at 7th level, the strength of your blood can be manifsested to protect your allies in battle.
As an Action, choose a number of allies up to your Dexterity or Intelligence modifier, then make a Ninshou check, DC 8 + your level, + the number of allies affected by this feature. If you succeed, you may remove any number of ranks of a condition of B-Rank or lower on each ally.
Additionally, if you successfully remove a condition, you give them Resistance to the condition until the end of their next turn, and Temporary HP equal to your Hunter-nin level. you may use this feature twice per long rest.
```
```
### Expanded Armory
Starting at 10th level, your **Royal Armory** has expanded through trial and practice. Unlocking more strength, and cementing your power as a King.
You gain four new weapons added to the **Royal Armory** table.
| Royal Armory Expanded | Effect |
|:----:|:-------------|
| Mace of the Fierce|Mace (1d8 Bludgeoning, Block, Disarm, Heavy.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, you can never make more than one attack per round with this weapon. However, it adds additional damage dice equal to half your proficiency bonus. |
| Scepter of the Pious|Quarterstaff (1d8 Bludgeoning, Blocking, Trip, Disarm.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, while wielding this weapon, you can use a Bonus Action to transform this weapon into any other weapon in your **Royal Armory** even if it was already used this rest period. |
| Trident of the Oracle|Sasumata (1d10 Piercing, Heavy, Two-Handed, Deadly, Reach 2.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, as a Bonus Action while wielding this weapon, you can summon a hologram to mirror your weapon attacks, this lasts for one minute. While this hologram is active, when you deal damage with a weapon attack, you may roll another attack as a part of the same action that deals half damage on a successful hit. Twice per turn. |
| Sword of the Father|Katana (1d10 Slashing, Versatile (d12), Deadly, Critical.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, when you hit an enemy with a successful combo into a finisher, increase your Taijutsu attack and damage bonus by +1. (Max of +5)
### Tri-Weapon
Also at 10th level, your creativity and personality have come forfth in ways you couldn't have dreamed, becoming a unique King as your path dictates.
As an Action on your turn, choose three weapons from your **Royal Armory.** You combine them all into a fierce weapon that only someone of your caliber could wield. For one minute, you gain all the effects of each of the three weapons you have chosen, using the highest damage dice between them for your damage rolls, but the weapon still qualifies for Buki of other damage types. At the end of the duration, you lose access to the three weapons you have chosen until the end of a long rest. You may use this feature once per long rest.
Additionally, you may cast Bukijutsu using your Intelligence score to calculate attack rolls and save DC when wielding a **Royal Armory** weapon.
\page
### Phoenix Down
Beginning at 14th level, during the duration of a Long Rest, you may spend three Hit Dice, and three Chakra die to make a powerful healing item known as a **Phoenix Down.** You may only have access to three of these fabled items at once, and an ally may only use one per Full Rest. As an Action, you may place this item on an ally who is at 0 Hit Points, absorbing the energy of a Phoenix into them. This grants them the benefits of a Long Rest, regaining any features spent, and half their maximum Hit Points and Chakra.
### Armiger
At 17th level, once per Long Rest as a Full Turn Action, you summon all the Weapons from your **Royal Armory** for 10 minutes even if they've been used already. For the duration, when you take the Attack Action you instead gain a number of attacks equal to the amount of **Royal Armory** weapons you have active. But you may only attack once with each weapon. You cannot add outside bonus' or damage dice to these attacks.
Additionally, each time you make a weapon attack, you can choose to teleport to a space within 5 feet of your target, when you do so, add a d4 to the attack and damage roll.
(This does not stack.)
Finally, as a Full Turn Action, you may summon all the weapons together for a final attack, called **Final Prophecy.** Add together all the damage dice and modifier of each weapon together, make a single attack using your highest weapon bonus. Once this attack is used, this feature ends.
