Tojo

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, Perception

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.

Revelation: You're able to come up with amazing techniques based on your combat experiences. At 1st level, you begin with 6 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 learn a jutsu through downtime, you must spend at least half the DT cost in RP to be considered a Tojo Clan Hijutsu and gains the Hijutsu keyword.

Heated Fight: At 3rd level, you utilize your fighting spirit to contest with your foes. You have a number of Heat Die to a max of your proficiency modifier that are d4s. Once per turn, when you take damage or deal damage, you gain a Heat Die. When casting a Tojo Clan hijutsu you may spend any number of Heat Die, adding the result to the damage. Additionally, when making a strength saving throw, ability check, or skill check, you may spend one Heat Die and gain half the result of the roll(min 1). At 7th level, the die increase by one step(d6s), and at 18th level, the die increase by another step(d8s). You regain all Heat 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 Heat 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. If you fall below 25% you lose all these benefits.

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 Heat 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 (EX Kings Fang).

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.

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

When you strike a creature with an unarmed attack, you increase your movement speed by 5 and gain the benefit of the disengage action. Your stance counts as Drunken Fist Stance for the sake of jutsu that require the stance.

Frog Might

You unarmed attacks gain the reach 1 property. Your stance counts as Frog Fist Stance for the sake of jutsu that require the stance.

Iron Might

While wearing Combat Bracers, increase the attack and damage rolls of your unarmed attacks by +1. Your stance counts as Iron Fist Stance for the sake of jutsu that require the stance.

Lion Might

You gain the bonus action ability of Lion Fist Stance. The additional damage becomes +2. Your stance counts as Lion Fist Stance for the sake of jutu that require the stance.

Rabbit Might

You gain the bonus action trait from Rabbit Fist. Your unarmed only deals half your ability modifier when using this trait. Your stance counts as Rabbit Stance for the sake of jutu that require the stance.


Serpent Might

You gain the bonus action trait from Serpent Fist. Your stance counts as Serpent Fist Stance for the sake of jutsu that require the stance.

Silent Might

Unarmed attacks you make produce no sound and cannot be reacted to once per turn. Your stance counts as Silent Fist Stance for the sake of jutsu that require the stance.

Spider Might

Weapon attacks made with Battle Wire count as Unarmed attacks while in this stance. Your stance counts as Spider Fist Stance for the sake of jutsu that require the stance.

Wolf Might

You gain the ability to perform the Wolf Fang fist. When you use the Wolf Fang Fist the bonus damage is instead +2. If used on a following turn, the bonus damage becomes 1d4+1. Your stance counts as Wolf Fist Stance for the sake of jutu that require the stance.

Asura's Skill

Increase the damage die of your unarmed damage by one step.

Bum's Skill

Select two 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 Heat Die, you may also target creatures of your choice within 5 feet of the original target as a part of the same attack.

Dragon's Skill

As a bonus action, you can spend 2 Heat 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 Heat 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 Heat 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 Heat 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 Heat 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.

Dynamic Intro

Category: Clan
Prerequisite: Tojo Clan
You know how to start off fights right. You gain the following benefits;

  • At the beginning of a combat, you may declare a dynamic intro. When you do, you roleplay(or DM narrates) an interesting opening to the fight that has no mechanical bearing. 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.
    • Decrease all damage taken by -5(Excluding Psychic).

    At the end of the combat you gain 2 ranks of exhaustion for the next hour.

I've got it!

Category: Clan
Prerequisite: Tojo Clan, Level 4+
You're a prodigy when it comes to crafting your own moves.. You gain the following benefits;

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase the size of Heat Die by one step(d4>d6>d8>d10).
  • You gain an additional amount of RP equal to your level, hereafter gain an additional RP every level.

Holy Shit!

Category: Clan
Prerequisite: Tojo Clan
You've come to realize that you can bust skulls with ninjutsu. You gain the following benefits;

  • You select one of the 5 Following Nature Releases. Fire, Water, Lightning, Wind, Earth. You are now able to add jutsu with the corresponding Keyword to your jutsu list.
  • You can learn and create Ninjutsu with RP.
  • You may select two Ninjutsu, they gain the Legendary keyword. While within a Legend Stance both ninjutsu casted are considered Tojo Clan Hijutsu for the sake of Tojo Clan features. You may swap the chosen ninjutsu on a long rest.

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.

Quick Time Heat

Category: Clan
Prerequisite: Tojo Clan, Level 12+
Your spectacular brawls often reach points where tension can't help but cause a magnificient scene. You gain the following benefits;

  • You may gain Heat Die twice per turn.
  • Twice per rest, when a target goes through a phase change you may force a quick time event. This is portrayed in an epic scene involving you and your foe contesting each other in some dramatic fashion. Make a contested ability check against that target using an ability score of your choice. If they succeed, you take damage equal to their weapon or unarmed damage. If you succeed, you gain one of the following benefits depending on the chosen stat.

    • Strength/Constitution: You may immediately deal twice your unarmed or weapon damage. Damage dealt this way cannot be reduced by any means.
    • Dexterity: Increase your AC by +3 until the end of the next round.
    • Intelligence/Wisdom:Increase your Saving throws by +3 until the end of the round.
    • Charisma: Inflict two ranks of the feared condition. If the target does not gain another rank by the beginning of their next turn, they lose a rank of feared.

    Regardless of the chosen ability score, if you succeed you gain two Heat Die and gain advantage on the next save you make against the creature.