Leveling Up Alternate Rules

I've made a homebrew leveling rules. I don't know how well it works, since I haven't been able to test it yet. If you use the rules, Getting a jutsu on level up, does not give Exp. Your Exp does not reset on level up. You can only level up during a long rest and you can only level up once per long rest.

Learning a Jutsu

Learning a Jutsu usually a mark of a ninja's growth. Depending on the difficultly/rank of the jutsu you gain different amounts of Exp. You must gain the new jutsu thru use of downtime to gain exp and you can only gain exp a limited amount of times per each rank of jutsu.

Exp for Jutsu Rank
Rank Exp gained
E -
D 1
C 2
B 3
A 5
S 7

Other Forms of learning

There are many ways for a shinobi to grow more powerful other than learning a new powerful jutsu. A shinobi can gain exp thru gain a learning a feat or proficiency in a skill. You must gain the new skill thru use of downtime to gain exp.

Exp for learned proficiencies
Use of downtime Exp gained
Tool or Vehicle Proficiency -
Weapon or Langueage prof. 1
Armor Proficiency 2
Skill Prof. 1
Feat 2

Gaining Materia

You gain 2 exp per Materia you have attuned.

Training

For every 2 points of dt you spend you gain 1 exp.

Winning a Fight

When two shinobi fight, they alway carry a will within themselves to finish their mission. Some fights are one sided stomps and others are multi day slugging matches. Fights will be ranked from easy, normal, hard, and deadly.

  • Easy- Fights with the easy ranking will not give a player any Exp, since the player faces no risk.

  • Normal- Fights with the Normal ranking give 1 Exp, since the player isn't forced to push themselves outside of their comfort zone.

  • Hard- Fights with the Hard ranking give 3 Exp, since the player will have to push themselves to win the fight.

  • Deadly- Fights with the Deadly ranking give 5 Exp, since the player will have to both push themselves harder than ever before, while discovering new ways to use their abilities.

Trauma/Character Growth

"Sometimes the saying what doesn't kill makes you stronger can be taken quite literally" Some Uchiha Dude. When something happens that changes your life dramatically like your brother killing your entire family or seeing your friend run off to train with a terrorist, your DM can decide to give you 1, 2, or 3 Exp.

Alternately when you would preform a action that defines your character such as defending a friend againist unwinnable odds or deciding to spare an enemy your dm may decide to grant you 1, 2, or 3 Exp.

Level Up Chart
Level Exp required to Level Up
1 -
2 10
3 25
4 40
5 60
6 80
7 100
8 120
9 150
10 180
11 210
12 250
13 290
14 330
15 370
16 410
17 450
18 500
19 550
20 600

Alternate Point Buy Rules

  • A player will have 33 Available points .
  • Maximum Attribute Before clan Bonus - 18
  • Minimum Attribute Before clan Bonus - 8
Point costs
Point Cost
8 0
9 1
10 2
11 3
12 4
13 5
14 6
15 8
16 10
17 12
18 14

Recommended Site to Calculate Points

https://chicken-dinner.com/5e/5e-point-buy.html

When using consumables follow the following rules.

  • items X equals your character level and P equals your prof Modifier.
  • All Consumables can only be used once.
  • All Consumables can be used as either a bonus action or action, unless stated otherwise.

Consumables

Name Cost Type Bulk Initial benefit Long term benefit Negative
Potion 50 Gil HP 0 Xd4 hp regained - -
High Potion 300 Gil HP 0 Xd8 hp regained - -
Mega Potion 700 Gil HP 0 Xd6 hp regained for entire party - -
X Potion 1000 Gil HP 0 Fully restores user's hp - Can only be used once per long rest
Ether 500 Gil CP 0 Xd4 cp regained - -
Hi Ether 1000 Gil CP 0 Xd8 cp regained - -
Mega Ether 2500 Gil CP 0 Xd6 cp regained for entire party - -
X Ether 3000 Gil CP 0 Fully restores user's cp - Can only be used once per long rest
Elixir 7500 Gil CP 0 Fully restores user's hp and cp - Can only be used once per long rest
Remedy 600 Gil Statis 0 Removes all Conditions - Can only be used once per long rest
Celeris 600 Gil Statis 0 As a free action, you may consume this to gain an additional bonus action. - Can only be used once per long rest
Phoenix Down 300 Gil Statis 0 When you would be reduced to 0 hp you may immediately use this item, after using the item you regain xd4 hp. Otherwise this can be used as a bonus action on a dying creature within 30 ft. - Can only be used once per long rest
Hazardous Material 100 Gil Damage 0 You deal Pd4 force damage to 1 enemy within 30 ft of you. - -
Grenade 500 Gil Damage 0 You deal Pd8 force damage to 1 enemy within 30 ft of you. - -
Molotov Cocktail 500 Gil Damage 0 You deal Pd6 Fire damage to 1 enemy within 30 ft of you. - -
Leafblower 500 Gil Damage 0 You deal Pd6 Wind damage to 1 enemy within 30 ft of you. - -
Tesla Coil 500 Gil Damage 0 You deal Pd6 lightning damage to 1 enemy within 30 ft of you. - -
Dry Ice 500 Gil Damage 0 You deal Pd6 Water damage to 1 enemy within 30 ft of you. - -
Steel Ball 500 Gil Damage 0 You deal Pd6 Earth damage to 1 enemy within 30 ft of you. - -

Materia

Materia is crystallized mako. Metaphysically, materia calls upon the wisdom of the lifestream to manipulate nature manifesting as the phenomenon of magic for most materia, although other materia enhance the user's abilities.

The max amount of materia a person can be attuned to at once is equal to half their prof bonus (Rounded UP).

You can not gain the same effect multiple times by attuning to multiple of the same materia.

Common

Pure Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • you reduce the cost of all Nonelemental jutsu by 1

  • you learn 2 Nonelemental jutsu you would qualify for.

  • Once per long rest you may half the cost of a Nonelemental jutsu.

  • Once per long rest, you may upcast a Nonelemental jutsu 1 rank above your normal maximum jutsu casting rank.

Earth Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • you reduce the cost of all Earth jutsu by 1

  • you learn 2 earth release jutsu you would qualify for.

  • Once per long rest you may half the cost of a Earth jutsu.

  • Once per long rest, you may upcast a earth release jutsu 1 rank above your normal maximum jutsu casting rank.

  • Your unarmed and/or weapon attacks deal 1d4 extra earth damage.

  • You gain resistance to Earth damage.

Fire Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • you reduce the cost of all Fire jutsu by 1

  • you learn 2 Fire release jutsu you would qualify for.

  • Once per long rest you may half the cost of a Fire jutsu.

  • Once per long rest, you may upcast a Fire release jutsu 1 rank above your normal maximum jutsu casting rank.

  • Your unarmed and/or weapon attacks deal 1d4 extra fire damage.

  • You gain resistance to Fire damage.


Lightning Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • you reduce the cost of all Fire jutsu by 1

  • you learn 2 Fire release jutsu you would qualify for.

  • Once per long rest you may half the cost of a Fire jutsu.

  • Once per long rest, you may upcast a Fire release jutsu 1 rank above your normal maximum jutsu casting rank.

  • Your unarmed and/or weapon attacks deal 1d4 extra lightning damage.

  • You gain resistance to Lightning damage.

Water Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • you reduce the cost of all Water jutsu by 1

  • you learn 2 Water release jutsu you would qualify for.

  • Once per long rest you may half the cost of a Water jutsu.

  • Once per long rest, you may upcast a Water release jutsu 1 rank above your normal maximum jutsu casting rank.

  • Your unarmed and/or weapon attacks deal 1d4 extra water damage.

  • You gain resistance to Water damage.

Wind Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • you reduce the cost of all Wind jutsu by 1

  • you learn 2 Wind release jutsu you would qualify for.

  • Once per long rest you may half the cost of a Wind jutsu.

  • Once per long rest, you may upcast a Wind release jutsu 1 rank above your normal maximum jutsu casting rank.

  • Your unarmed and/or weapon attacks deal 1d4 extra wind damage.

  • You gain resistance to Wind damage.

Heal Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • you reduce the cost of all Medical jutsu by 1

  • you learn 2 Medical jutsu you would qualify for.

  • Once per long rest you may half the cost of a medical jutsu.

  • Once per long rest, you may upcast a medical release jutsu 1 rank above your normal maximum jutsu casting rank.

  • Once per long rest, when you would recover hp via a roll you may max the roll.

  • You gain resistance to Necrotic damage.

Power Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • you reduce the cost of all taijutsu jutsu by 1

  • you learn 2taijutsu you would qualify for.

  • Once per long rest you may half the cost of a taijutsu.

  • Once per long rest, you may upcast a taijutsu 1 rank above your normal maximum jutsu casting rank.

  • Your unarmed and/or weapon attacks deal 1d4 extra bludgeoning damage.

Finesse Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • you reduce the cost of all Bukijutsu by 1

  • you learn 2 Bukijutsu you would qualify for.

  • Once per long rest you may half the cost of a Bukijutsu.

  • Once per long rest, you may upcast a Bukijutsu 1 rank above your normal maximum jutsu casting rank.

  • Your unarmed and/or weapon attacks deal 1d4 extra slashing damage.

  • Your unarmed and/or weapon attacks deal 1d4 extra piercing damage.

Transform Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Once per long rest you may change your appereance to any one creature of large size or smaller for upto 10 minutes.

Exit Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Once per long rest, you may use your bonus action to momentararly leave the battlefield. You are treated as being in a different plane. You reappear at the end of your next turn.

Poison Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Your unarmed and/or weapon attacks deal 1d4 extra poison damage.

  • You gain resistance to Poison damage.

Gravity Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Your unarmed and/or weapon attacks deal 1d4 extra force damage.
  • You are able to pull flying creatures up to 30 ft in the air to the ground. You make a contested ninshou skill check against the target's con save. On a success the creature falls to the ground. On a failure nothing happens.

Barrier Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • You gain damage recduction equal to half your prof bonus.
  • You gain resistance to a physical damage type of your chose.

Seal Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • The first time a creature would roll a natural 1 against a save that you would force them to make, they are unable to cast jutsu untill the end of their next turn.

Mystify Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • The first time a creature would roll a natural 1 against a save that you would force them to make, they gain the berserk condition for 1d4 rounds.

Binging Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Once per long rest, when a creature would fail a saving throw against a jutsu you cast they become unable to cast jutsu until the beginning of your next turn.
  • Once per long rest, when a creature would fail a saving throw against a jutsu you cast they must either their action or bonus action to use the movement action.
  • Once per long rest, when a creature would fail a saving throw against a jutsu you cast they also gain the berserk condition until the end of your next turn.

Cleansing Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Once per long rest, you can use your reaction to cleanse yourself of up to 3 ranks of any condition/s.
  • You add 1d4 to all checks and saves to remove a condition.

Revival Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Once per long rest, you can spend your action to heal a creature at 0 hp. You spend an amount of chakra equal to the creatures level and they stand up regaining an amount of hp equal to twice their level.

Deadly Dodge Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Once per long rest, you can spend your bonus action to increase your AC by 2. Until the end of your next turn, every attack that would target you and miss increases the damage of your next attack by 1d4.

Item Master Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • You increase the die size of all items with the HP or CP type by 1.
  • You increase the die size of all items with the Damage tyep by 1.

BP Master Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • When you would apply break points to an enemy you roll 1d6 instead of 1d4.

Provoke Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Once per long rest, you may spend your bonus action to provoke all enemies within 30 ft of you. Every enemy within 30 ft of you must making a flat saving throw with a DC of 7. On a failed save the creature can only target you.

Final Attack Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Once per long rest, when you would be reduced to 0 hp you may as a reaction cast any jutsu of B-Rank of lower.

HP<-->MP Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Swaps your HP with your CP.

Endurance Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Once per long rest, you may choose 1 feature to be treated as if you had just had a short rest.

Illusion Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • The first time a creature would roll a natural 1 against a save that you would force them to make, they gain the charmed condition for 1d4 rounds.

Comet Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Twice per long rest, you may Telaport 30 ft in direction of your choice as a free action.

Time Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Once per long rest, you gain 1 free reaction.
  • Once per long rest, you gain 1 free bonus reaction.
  • Once per long rest, you may make one attack or jutsu unreactable.

Contain Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

Once per long rest, when you would take elemental damage you may half the damage taken. You send the other half of the damage to a hostile creature of your choice within 30 ft.

Counter Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • When you would take damage, the creature who did that damage takes 2 damage. You can stack up to 3 of this materia.

MP UP Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • You gain 1 extra CP per level.

HP UP Materia 1000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • You gain 1 extra HP per level.

MP Absorb Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • The first time per round that you would damage a creature you regain 2 Chakra.

HP Absorb Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • The first time per round that you would damage a creature you regain 1 hit die worth of HP.

Sneak Attack Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Add 3 to your initiative roll.

Double Cut Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • You gain extra attack. If you already had extra attack you may make an additional attack.

Speed Plus Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • You may dash as a bonus action.
  • Your speed increaases by 10 ft. You may stack this effect of to 3 times.

Magic Plus Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Your Ninjutsu DC increases by 1.
  • Your Genjutsu DC increases by 1.
  • Your Taijutsu DC increases by 1.
  • Your Ninjutsu to hit increases by 1.
  • Your Genjutsu to hit increases by 1.
  • Your Taijutsu to hit increases by 1.

Luck Plus Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • You may select 1 additional will of fire option.
  • You regain 1 will point the first time you roll a natural 20.

Strength Plus Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects. This item can only be purchased once per player.

  • You gain +2 to your strength score. This may increase your ability score above its normal maximum.
  • You gain prof in Strength saves.

Dexterity Plus Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects. This item can only be purchased once per player.

  • You gain +2 to your Dexterity score. This may increase your ability score above its normal maximum.
  • You gain prof in Dexterity saves.

Constitution Plus Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects. This item can only be purchased once per player.

  • You gain +2 to your Constitution score. This may increase your ability score above its normal maximum.
  • You gain prof in Constitution saves.

Intelligence Plus Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects. This item can only be purchased once per player.

  • You gain +2 to your Intelligence score. This may increase your ability score above its normal maximum.
  • You gain prof in Intelligence saves.

Wisdom Plus Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects. This item can only be purchased once per player.

  • You gain +2 to your Wisdom score. This may increase your ability score above its normal maximum.
  • You gain prof in Wisdom saves.

Charisma Plus Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects. This item can only be purchased once per player.

  • You gain +2 to your Charisma score. This may increase your ability score above its normal maximum.
  • You gain prof in Charisma saves.

Speed Plus Materia 2000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Your moveent speed is increased by 10 feet.

Materia Fusion

Materia of all types can be permently fused together. Some materia when fused offter special effects. To perform Materia Fusion following the following steps.

Step 1: Choose 2 materia

Before you begin the fusion process you must choose 2 materia to undergo materia fusion.

Step 2: Determine what to roll

Count the number of potential benefits your chosen materia can offer. This can be done by counting the number of bullet points the materia have. You roll 2 dice where the faces of each die equal the number of bullets for the materia.

Step 3: Roll the dice

In front of your dm roll the dice and record the result. The result of the dice determine the effects of the fused materia.

Step 4: Wait for the Dm

The DM will perform the fusion for you.

Example of Fusion

For this example we will be fusing a Finesse Materia and a Time Materia. Finesee has 6 bullets and Time has 3 bullets, so we will be using a d6 and a d3. Next we roll the dice. We rolled a 2 for the d6 and a 3 for the d3, so the fused effects will be you learn 2 Bukijutsu you would qualify for and Once per long rest, you may make one attack or jutsu unreactable.

The resulting materia is

Stop Blade Materia

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • Choose 2 bukijutsu you know. Twice per short rest when you would cast either jutsu you may make them unreactable. You may change your chosen Bukijutsu every long rest.

Another Example of Fusion

For this example we will be fusing 2 HP UP Materia. Since Hp Up materia only have a single bullet we can skip step 2 and 3. The resulting fusion is.

HP UP Materia +

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • You gain 2 extra HP per level. Additionally, whenever you would expend a Hit die to restore hp add 1 to the roll.

Accessories

Accessories are magic pieces of equipment that a warrior can equip to gain additional benefits or abilities. A warrior can only wear a max of 3 accessories.

Armor

Name Cost Armor Type Bulk Armor bonus Stat Bonus Armor Effect
Light Armor
Shinra Trooper Armor 100 Gil Light 3 +2 Dex modifer (Max 5) -
Acalanche Freedom fighter outfit 100 Gil Light 3 +2 Dex modifer (Max 5) +1 materia slots
Wutai Ninja Outfit 100 Gil Light 3 +1 Dex modifer (Max 5) +2 materia slots
Shinra suit (presidential edition) 100 Gil Light 3 +2 Dex modifer (Max 5) +1 materia slots
Turk Suit 100 Gil Light 3 +3 Dex modifer (Max 5) -
Medium Armor
Acalanche Freedom fighter outfit (metal) 100 Gil Medium 3 +4 Dex Modifer (Max 2) +1 materia slots
Soldier 3rd class Armor 300 Gil Medium 5 +4 Dex Modifer (Max 2) -
Soldier 2nd class Armor 750 Gil Medium 5 +4 Dex Modifer (Max 2) +1 materia slots
Soldier 1st class Armor 1000 Gil Medium 5 +5 Dex Modifer (Max 2) +2 materia slots
Heavy Armor
Heavy duty Acalanche Freedom fighter outfit 2000 Gil Heavy 3 +8 - Disadvantage on Stealth, + 1 accessory slot, +1 materia slot
Heavy duty Merc outfit 2000 Gil Heavy 3 +8 - Disadvantage on Stealth, + 1 accessory slot, +2 materia slot
Heavy duty Soldier Armor 3000 Gil Heavy 3 +9 - Disadvantage on Stealth, + 1 accessory slot, +2 materia slot

Ability Stud 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain 1 chakra per level.

Collar 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain 2 temp cp at the beginning of every round.

Angel Bangle 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain 1 hp per level.

Cat's bell 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain 2 temp hp at the beginning of every round.

Blizzard Ring Bangle 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You add 2 to all saving throws against jutsu with the water release keyword.

Fire Ring Bangle 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You add 2 to all saving throws against jutsu with the Fire release keyword.

Earth Ring Bangle 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You add 2 to all saving throws against jutsu with the Earth release keyword.

Lightning Ring Bangle 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You add 2 to all saving throws against jutsu with the Lightning release keyword.

Wind Ring Bangle 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You add 2 to all saving throws against jutsu with the Wind release keyword.

Choco Feather 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • Your movement speed is increased by 10.

Skill Ring 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • Choice 1 skill. You add 2 to all of checks relating to that skill. You can not change the skill later.

Jem Ring 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • Choice 2 conditions. You gain immunity to that condition. You can not change the conditions later. You can not choose the following conditions. ( Grappled, Restrained, Paralyzed, Prone, Exhaustion, Incapacitated, surprised, stunned, or unconscious)

Brave Warrior 3000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain +2 to your strength score. This may increase your ability score above its normal maximum.

Obsidian Ring 3000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain +2 to your Dexterity score. This may increase your ability score above its normal maximum.

Gaia Bangle 3000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain +2 to your Constitution score. This may increase your ability score above its normal maximum.

Ramuh Belt 3000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain +2 to your Intelligence score. This may increase your ability score above its normal maximum.

Holy Circlet 3000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain +2 to your Wisdom score. This may increase your ability score above its normal maximum.

Three Stars 3000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain +2 to your Charisma score. This may increase your ability score above its normal maximum.

Protect Chain 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • Your AC increases by 1

Ribbon 1000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You reduce all damage by 2.

Exp Necklace 2000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain 1 extra exp per session.

Heartguard 3000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • you add 1d8 to checks to avoid being grappled. This does not effect checks to stop being grappled.

Fire Armlet 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain immunity to fire damage.
  • This requires 2 accessories slots.

Aurora Armlet 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain immunity to Cold damage.
  • This requires 2 accessories slots.

Bolt Armlet 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain immunity to Lightning damage.
  • This requires 2 accessories slots.

Gaia Armlet 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain immunity to Earth damage.
  • This requires 2 accessories slots.

Sky Armlet 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain immunity to Wind damage.
  • This requires 2 accessories slots.

Spoon Armlet 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You treat 19s as crits on all d20 rolls.
  • This requires 2 accessories slots.

Supreme Ring 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • Once per day you may automatically succeed any one d20 roll counting the success as a normal success.
  • This requires 2 accessories slots.

Protera Chain 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once per player.

  • You gain an AC calculation of 15 + Dexterity or Intelligence (Pick one) + Half of your proficiency Bonus (Rounded Down).
  • This requires 2 accessories slots.

Gaia's Beauty 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • You gain 2 additional Materia Slots

Pride of Wutia 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • At the end of every long rest choose 1 ability score to gain proficiny in its saves.

Friend of the Moogles 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Every time you encounter a Moogle with supplies, you are given a free high potion as a gift.

Very Important Kupo 10000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Every time you encounter a Moogle with supplies, you are given a X Potion potion as a gift.

Big Banana Kupo 49999

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Every time you encounter a Moogle with supplies, you are given a X Potion and a X Ether potion as a gift.

Sol to go 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • This necklace allows you to bring vacation home. Once per long rest, when you would have a short rest, you may treat 1 feature as if you had a long rest. Additionally, you add 1d4 to the rest wisdom saving throw you make each day.

Chocobo Earrings 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Once per long rest you may summon a group of Chocobos to your location as long as you are outside and in a safe location. This breaks after 5 uses.

Tribute to Amusement 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Once per long rest, you may treat any d20 roll you would make as a performance skill check.

Gongaga's Heart 2000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects.

  • You require 1 more failed death saves to die. Additionally, while you are at 0 hp, you may use one of the following actions per round. (Action, bonus action, move up to have of your movement speed, reaction.)

Arms of Anxiety 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Twice per long rest, you may either prevent a creature from gaining the benefits of advantage or force a creature to subtract 1d6 from a saving throw.

Rocket Earrings 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Once per long rest you may use your reaction to move 10 ft. If this movement would put you out of the range of an attack or out of the space of an Aoe you are unaffected by the jutsu, feature, or attack.

7s Hope 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • You gain an additional 5 hit points per materia you have attuned.

SEPC Badge 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Whenever you damage a monsterous creature you deal 1d4 additional damage. Additionally, the first time you damage a monster creature per round you apply 1 break point.

Turk Card 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Whenever you damage a anti-shinra creature you deal 1d4 additional damage. Additionally, the first time you damage a shinra creature per round you apply 1 break point.

Avalanache tags 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Whenever you damage a shinra aligned creature you deal 1d4 additional damage. Additionally, the first time you damage a shinra-aligned creature per round you apply 1 break point.

Ancient Hairband 5000

Classification: Catalyst (Rare)
While attuned to this accessory, you gain the following effects. This item can only be purchased once. If you purchase it say something in the server.

  • Whenever you damage a robotic creature you deal 1d4 additional damage. Additionally, the first time you damage a robotic creature per round you apply 1 break point.

Revival Earrings 1000

Classification: Catalyst (Rare)
While attuned to this materia, you gain one of the following effects.

  • The first time you would be reduced to 0 hp, you are instead are reduced to 1 hp and regain Xd4 HP.
  • After one use this accessory breaks unable to ever be used again.

Ultimate Jutsu

An ultimate jutsu is a jutsu that a shinobi relies on, but doesn't pull out often, their trump card. This ruling should allow the player to feel like they have such a technique, both mechanically and narratively. This jutsu stands out from the rest of your Shinobi's arsenal and should only appear when the situation is grim, or it is the only technique they have left.

To designate a jutsu as your Ultimate Jutsu choose a jutsu on your known list. That jutsu becomes your Ultimate Jutsu. You can change your Ultimate Jutsu when you level up. You can only cast your Ultimate Jutsu once per full rest or until you level up, whichever comes first. You may only cast your chosen jutsu as your Ultimate Jutsu once per full rest or once per level, whichever comes first. However, these limitations grant you some additional benefits.

You gain 10 points to augment your jutsu called Adrenaline Points. These points are the result of your will to try and overcome a difficult battle with everything you have. You can augment your jutsu in the following ways:

  • You can spend 1 point to reduce the cost of the jutsu by 2 per each point spent, to a minimum of 0.
  • You can spend 1 points to increase the damage die rolled by +1 per each point spent, once per casting.)
  • You can spend 2 points to increase the Save DC by +1 per each 2 points spent.
  • You can spend 2 points to upcast the jutsu to 1 rank higher above your highest rank jutsu known.
  • You can spend 2 points to increase the damage die by 1 step per each 2 points spent. (d4>d6>d8>d10>d12>2d6)
  • You can spend 2 points to ignore resistance and damage reduction when you deal damage with your Ultimate Jutsu.
  • You can spend 3 points to quicken the casting time of a jutsu per 3 points spent. (Full Turn Action>Action>Bonus Action>Reaction>Free Action)
  • You can spend 3 points to increase the area of effect of your Ultimate Jutsu in each direction of your choice by 10 feet.
  • You can spend 3 points to treat your Ultimate Jutsu as fulfilling all optional requirements for boons. (ex, being near water)

The following are Ultimate Augments. You can only select 1 Ultimate Augment when creating your Ultimate Jutsu.

  • You can spend 5 points to ignore the concentration costs and gain an additional concentration slot for this jutsu that cannot be lost as a result of damage.
  • You can spend 5 points to ignore immunity and temporary hit points when you deal damage with your Ultimate Jutsu.
  • You can spend 3 points to make your Ultimate Jutsu unreactable.
  • You can spend 5 points to make your Ultimate Jutsu automatically hit.
  • You can spend 5 points to make your Ultimate Jutsu automatically fail their saving throw.
  • You can spend 5 points to make your Ultimate Jutsu automatically roll maximum damage.

Bounded Accuracy (Redux)

Note: The original bounded accuracy rules were created by Mr. Hey (which can be found in the compendium legacy document), and these new reprised rules were created by Absolute A, Naidame Raikage.

The Table

The table which limits players’ to hit, Maximum AC, Maximum DC, and Maximum Saving Throws, other than the Maximum To Hit (which also has a bonus at A-Rank and a +2 at S-Rank), contains values based on significant markers during a character’s growth. An increase in Proficiency will grant a +1, so will levels at which you gain a Feat or ASI, and so will gaining access to B-Ranks and S-Ranks. The maximum DC is exactly 10 higher than the maximum saving throw, giving a 50% chance of passing a saving throw. This is similarly reflected in maximum to hit and maximum AC. These numbers can seem high, but they are lower than many of the high tier combinations of Classes/Clans/and Feats. They should not affect most players, only those that are over specialized to the point of disbalanced play.

  • These maximum bonuses INCLUDE any temporary bonuses from Jutsu or features, such as a Reaction bonus to AC or a bonus to hit from a weapon seal.
  • Dice based bonuses can still be rolled, but cannot go above the maximum.
  • The maximum includes penalties that act as bonuses. For example, decreasing AC counts as a bonus to hit, decreasing a creature’s saving throw result counts as increasing Save DC, and decreasing an attack roll counts as increasing your AC.
  • If your players have Class Mods, increase all values on this table by their level in the Class Mod.

Damage Reduction

A field of min maxing that has recently gained popularity is DR. Your DR cannot go above your Level + 5 times the maximum rank of Jutsu you can cast.
(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)

Critical Threat Range

The Maximum Critical Threat Range is 16-20. You cannot go beyond this range by any means.

Stealth

The bonus to your Stealth Check cannot surpass Expertise at your level by more than 5.

Damage Multiplication

Jutsu and features that multiply damage do not stack. This includes exploits in wording that multiply the number of dice. You instead pick the highest multiplier.

Speed Multiplication

Effects that multiply speed can stack no more than three times, taking the highest multipliers.




Bounded Accuracy Table
Level Max to Hit Max AC Max DC Max Save
1 +11 25 21 +11
2 +12 26 21 +11
3 +12 27 21 +11
4 +14 28 23 +13
5 +15 29 23 +13
6 +15 30 23 +13
7 +16 31 24 +14
8 +17 32 25 +15
9 +19 33 26 +16
10 +20 34 27 +17
11 +20 35 27 +17
12 +21 36 28 +18
13 +22 37 29 +19
14 +24 37 29 +19
15 +25 37 29 +19
16 +26 38 31 +21
17 +28 39 32 +22
18 +28 39 32 +22
19 +30 40 34 +24
20 +30 40 34 +24