```metadata
title: Oath of Restriction
description: >-
Slayers who follow the Oath of Restriction have had most of their abilities
sealed at birth. Only being able to finally unleash their potential once they
have committed to the path before them. This is what it feels like to unleash
your shackles.
tags: []
systems: []
renderer: legacy
theme: 5ePHB
```
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```
# Oath of
Restriction
\page
### Oath of Restriction
***Creator:*** *Kriothan*
Slayers who follow the Oath of Restriction have had most of their abilities sealed at birth. Only being able to finally unleash their potential once they have committed to the path before them. This is what it feels like to unleash your shackles.
#### Restriction Tools
As you begin to follow this Oath at 3rd level, each tool requires a specific amount of resources to activate, and you can use these tools a total number of times equal to your proficiency bonus per long rest. If you lose any of these tools, you regain them on a short rest.
___
- ***Speed Restriction (2 Chakra Die):*** A tattoo on your leg that has been a part of you since birth, humming with power.
As a Bonus Action, you can spend 2 Chakra die to triple your movement speed and jump height for 10 minutes. While you have this movement speed your movement speed can benefit from three multiplicative effects. Additionally, whenever you move more than 50 feet before making a weapon attack, increase your weapons dice by +2
- ***Raw Strength (2 Hit Die):*** A Restriction placed on you since birth to limit your strength. As an Action, you can spend 2 Hit Die, for the next minute, increase all damage with weapon or unarmed attacks by your Strength Modifier, up to three times per turn, and if you succeed a Strength saving throw, you take no damage and suffer no effect. While this is active, you cannot cast any jutsu with the CM component.
- ***No Cursed Energy (Special):*** You lack presence, nurtured through trial and practice. By spending 10 minutes in meditation, you can decrease your maximum chakra by four times your proficiency bonus to hide your presence from any creature with special sight. For 8 Hours after this meditation, increase all of your Stealth (Dexterity) checks by 2d4, and you are unable to be seen by Chakra Sight by any means, after the full 8 Hours your maximum is returned to normal. At 7th level, this increases to 2d6, and cannot be seen by Tremor sense, at 14th level, this increases to 3d6, and you cannot be seen by True Sight.
#### Hand or Blade
At 3rd level, you have incredible prowess when it comes to combat at the cost of chakra coils. You cannot cast any Ninjutsu or Genjutsu of B-Rank or higher. However, increase the die step of all Weapon and Unarmed attacks you make using Strength by 1 (1d4>1d6>1d8>1d10>1d12>2d6).
Also, you gain access to the **Scourge** Caryll rune, which does not count against your known runes.
Finally, you gain proficiency in Improvised Weapons.
#### Click, Clique, Bang
Starting at 3rd level, When it comes to ranged weapons, the principle will be the same, especially if the weapon can't recoil in response to being fired. All Ranged and Thrown weapons you wield gain the Finesse property. Additionally, Ranged weapon attacks from Stealth do not reveal your position, whether you hit or miss, once per turn.
\page
#### Hunt or be Hunted
Starting at 6th level, those who can match your strength and pride need to be exterminated at all cost. At the end of a long rest, you can designate one Adversary Clan, or Affiliation. Until your next long rest, you have advantage on all checks to research, track, or learn about creatures of that Adversary Clan or about the village they are affiliated with. Additionally, increase your Critical Threat range by +1 against your chosen Clan, or Affiliation.
#### Adapt on the Fly
Starting at 11th level, sometimes to get the upper hand on your opponents you have to adapt and attack in ways they won't expect. While wielding your **Trick** weapon, you can attach an Improvised weapon and fuse them as an Object Interaction. Doing so gives your **Trick** weapon an additional weapon property that would be appropriate of the Improvised weapon according to your DM. (Ex: Long chain for Ranged.) The next three weapon attacks you make gain +1 damage die.
Additionally, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
```
```
#### Cursed Tools of Heaven
Starting at 15th level. You gain access to three unique seals that you can apply to your **Trick** weapon over the course of a long rest, which last until your next long rest.
You can only have one Seal on your **Trick** weapon at a time.
- ***Playful Cloud:*** While applied to your **Trick** weapon, increase your weapons damage dice by half your Strength modifier rounded up, if your modifier is higher than +5, it is treated as +5 for this Seal.
- ***Inverted Spear of Heaven:*** While applied to your **Trick** weapon, you can forgo rolling damage on a weapon attack to automatically end any concentration effect a creature is under, while removing their ability to mold chakra, for a number of rounds equal to half your Proficiency bonus. A creature can only be effected by this once per rest.
- ***Split-Soul:*** While applied to your **Trick** weapon your weapon attacks treat all DR as halved, and ignore Resistance and Immunity.
#### Heavenly Restriction
Lastly at 20th level, Once per long rest as a Full Turn Action, reduce your maximum chakra to 0 for 1 minute. For the duration all of your Weapon and Unarmed attacks crit on 14 or higher, and you treat your target as vulnerable to your damage type.