Lin Kuei Clan

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Lin Kuei Clan


"It was a cold winter and we were marching towards the enemy camp to take it by surprise but when we got there we noticed something strange.. It was a lone ninja standing in the middle of the camp. When we got a closer look his eyes were white as snow and his arms blue as ice. Even though it was the coldest it's ever been out here he was wasn't even shivering. We were so captivated by this man that we didn't even notice the frozen bodies surrounding him. After that it became much colder than usual."

-- Kenji Momochi

Chilling Kombatants

The Lin Kuei clan is a clan of mercenary ninja trained from infancy to be the most fiercest of kombatants. Most members having undying loyalty to the clan and the ambition to lead it. They are hired assassins, thieves, and spies. The clan itself has a hierarchy with the grandmaster standing at the top, instructing his/her warriors to do what they can for the betterment and success of the lin kuei.

Lin Kuei Traits


  • Ability Score Increase: +2 Dex or Str, +1 Con or Dex (Dex cannot be picked for both Ability Scores)
  • Speed: Your base walking speed is 35 feet.
  • Skill Proficiencies: Stealth, Martial Arts
  • Ice Release Affinity: You begin with either Wind or Water Release Affinity. (Pick one)

Lin Kuei Features


Physical Traits: A lin kuei can be spotted and identified with these distinct physical traits, snow white eyes, sometimes skin with an icey blue tint to it, their breath is always visible as if breathing cold air, and visible cold air expels from their hands if paying close attention.

Cold Shell: Beginning at the 1st level, your frozen physiology makes your skin tougher. If you are wearing light armor or no armor you gain B/P/S damage reduction equal to half your proficiency bonus.

Cryomancy: The Lin Kuei clan have access to a separate list of Jutsu unique to their clan. Thanks to your martial prowess with Ice Release you have found a way to use it in a whole new light. You may use DEX instead of INT for Lin Kuei Ninjutsu Attack Rolls, Save DC, and Damage Rolls.

Frozen Arsenal: The Lin Kuei are known for their ability to manipulate ice to create weapons. All ice weapons add the light and Finesse properties to you and increases its damage die by one step of the weapon they are imitating (Ex. A Ice Short Sword deals 1d8, instead of 1d6). You are proficient with all weapons you conjure with this feature. Beginning at 1st Level, as a bonus action you can form ice and shape it into an Ice Weapon. You can create any melee simple weapon from your ice. Finally, at 7th level you have mastered your ice manipulation. You can create far more complex weapons. You can create any melee martial Ice weapon of your choice. Weapon Attacks and Bukijutsu you cast with your ice weapon inflict extra cold damage equal to half your prof bonus. You may also substitute ranks of bleeding for chilled.

Cold Blooded: Beginning at 1st level, your physiology is so shivering that your blood has become cold therefor your body can no longer be detected by heat sensing methods.

A Cold Welcome: Clansmen of the Lin Kuei through the physiology of their cold exterior and interior have become accustomed to the cold weather and find it rather enjoyable. Beginning at he 3rd level you become resistant to cold damage and are unaffected by cold weather. Additionally, you ignore ignore difficult terrain created by cold weather and cold environments. You also ignore any perception-based penalties they would inflict. At the 7th level, you ignore difficult terrain created by jutsu with the Water Release and Wind Release keywords. Beginning at 11th level this resistance to cold expands. You gain immunity to the Chilled condition. Beginning at 18th level this resistance to cold becomes far more potent, you gain immunity to cold damage and effects caused by jutsu that deals cold damage.

Taslim Stance & Kold


Taslim Stance: The Taslim Stance is a stance constructed and used by all Lin Kuei, it is a combination of multiple fighting styles to form one style that works in conjunction with Lin Kuei's Ice Release. The most prominent styles apart of this one style is Tiger, Judo, Taekwondo, and Pencak Silat. Beginning at 1st Level, your attacks deal cold damage and your die unarmed damage die becomes a d6. Additionally you can use Dexterity instead of Strength while in this stance, for the attack and damage rolls of your unarmed attacks and Lin Kuei Clan Hijutsu attack rolls and Save DC’s calculations.
Also, when you when you would take the attack action, you can forgo an attack to instead attempt to freeze the creature, make a melee taijutsu attack on a hit the target must then make a con save gaining one rank of chilled on a fail and no effects on a success (Max 1). Beginning at the 3rd level, When creating or learning Hijutsu with the Taijutsu keywords, reduce the time it takes to complete the task by half.

Beginning at the 7th level you deal additional damage to targets suffering from (X) ranks of chilled equal to half your proficiency bonus due to a Taijutsu or unarmed you cast, this may activate once per turn.

Beginning at the 11th level, you may freeze the target as a bonus action if you took the attack action prior, once per turn. At the 15th level you can use "freeze" as a reaction instead or along with your stances bonus action. Additonally, you can use the stances "freeze" effect twice per turn.


Kold: Beginning at 11th level, your ice release can evolve a creatures chilled condition to a new level, called Kold. When a creature with 5 ranks of the chilled condition would gain another rank of the chilled condition, they instead become Kold, losing all ranks of chilled as it is replaced with 1 rank of Kold. A Kold creature suffers the following effects.

  • A Kold creature is counted as five ranks of Chilled for the purposes of interacting with features, traits and jutsu and cannot gain ranks of Chilled or Burned while they are Kold.
  • A Kold creature takes 6d6 Cold damage at the beginning of each of their turns.
  • A Kold creature lowers their AC by -5
  • A Kold creatures speed is reduced to 5 Feet.
  • A Kold creature suffers a -5 penalty to Dex Saving Throws, Skill checks, and Ability Checks.
  • A Kold creature can spend an action to to make a DC 23 Constitution save to rid of the creeping ice, losing the condition on a success.

Lin Kuei Clan Jutsu

D-Rank:

Shivering Palm Stake

Classification: Hijutsu, Ninjutsu

Rank: D-Rank

Casting Time: 1 Action

Range: Self

Duration: Instant

Components: HS, CM,

Cost: 5 Chakra

Keywords: Hijutsu, Ninjutsu, Water, Wind,

Description: You form and shape Ice chakra into your hand to create a spike of ice in the middle of the palm of your hand to attack your opponent with. Make a melee ninjutsu attack at a target within range dealing 4d6 cold damage and the target must make a Constitution saving throw gaining one rank of chilled on a failed save and no effect on a successful save.

At Higher Ranks: For each rank above D-Rank, increase the cost by 1 and the damage die by 1d6

C-Rank:

Ice Slide

Classification: Hijutsu, Taijutsu

Rank: C-Rank

Casting Time: 1 Bonus Action

Range: 20 Feet

Duration: Instant

Components: HS, CM, M

Cost: 6 Chakra

Keywords: Hijutsu, Ninjutsu, Water, Wind, Combo, Taijutsu

Description: You form ice chakra at the bottom of your feet to turn the ground into slick ice which allows you to dash towards your enemy to give them a chilling kick to send them off the ground. Select a space within range. You slide through great speed to that select location. This movement does not provoke attacks of opportunity. The first target within the line of your jutsu must succeed a dex save suffering 2d8 cold damage and sent in the air 10 feet until the end of the current turn or only half damage and no further effects on a successful save. Until the end of your turn, you can target one affected creature with a Taijutsu/Bukijutsu 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 above C-Rank, increase the cost by 2 and damage die by 1d8


Ice-Breaking Fist

Classification: Hijutsu, Ninjutsu

Rank: C-Rank

Casting Time: 1 Action

Range: Self

Duration: Concentration up to 1 Minute

Components: CM

Cost: 9 Chakra

Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release, Taijutsu

Description: You pump ice chakra around the surface of your arms to create a layer of ice around it. For the duration of this Jutsu, your Unarmed damage becomes 3d4 + Ninjutsu or Taijutsu Ability Modifier Cold damage. Additionally, while under the effects of this jutsu, you may use your Ninjutsu Ability Modifier instead of Strength when determining your attack bonus of your unarmed strike.

As a reaction to being hit by a Melee Attack, you can roll your Unarmed damage die and reduce the amount of damage taken by the number rolled.

At Higher Ranks: For each rank above C-Rank that this jutsu is casted at, increase the cost by 2 and the damage die by 1d4.

Ice Ball

Classification: Hijutsu, Ninjutsu

Rank: C-Rank

Casting Time: 1 Action

Range: 50 feet

Duration: Instant

Components: HS, CM,

Cost: 9 Chakra

Keywords: Hijutsu, Ninjutsu, Water, Wind,

Description:You Begin forming a sphere of ice in your hand to shoot at your target with the intent to freeze them. Make a ranged ninjutsu attack. On a hit the target is stunned for one minute. The target on their turn as an action can make a strength saving throw ending the jutsu and it's effects on a success. A creature damaged while under the effects of this jutsu ends the jutsu and it's effects.

Ice Clone

Classification: Hijutsu, Ninjutsu

Rank: C-Rank

Casting Time: Bonus Action, Reaction when you would take damage.

Range: Self

Duration: Instant

Components: HS, CM, M

Cost: 7 Chakra

Keywords: Hijutsu, Ninjutsu, Water, Wind

Description: You form an Ice clone on the battlefield freezing those who come into contact with it. As a Bonus Action you summon a stationary Ice Clone in your stead allowing you to move 10 feet in any direction, this does not provoke attacks of opportunities. The Ice Clone stays in that spot until the beginning of your next turn. If the Ice clone were to take damage of any form it will shatter, ending the jutsu. If a melee attack or creature were to come into contact with the ice clone they must make a Constitution Saving throw becoming frozen and restrained on a failed save until the start of your next turn unless they are damaged. As

If casted as a reaction you summon an ice clone in your stead to halt any melee attack you stop right behind the clone. Increase your AC by +3, If this bonus would cause a melee attack to miss the target must make a Constitution saving throw being Frozen and Stunned until the end of the current turn as well as taking 1d8 cold damage.

Ground Freeze

Classification: Hijutsu, Ninjutsu

Rank: C-Rank

Casting Time: Action

Range: 30 Feet

Duration: Concentration for 1 minute.

Components: HS, CM,

Cost: 7 Chakra

Keywords: Hijutsu, Ninjutsu, Water, Wind

Description: Select an unoccupied space of 10 feet you can see within 30 feet. You shoot ice out of your hands towards the ground of the area you chose, freezing it. Targets within this area make a dex save to avoid the ice creeping from below to stab them. On a failed save the targets take 4d6 cold damage or half as much on a success. Affected creatures must then try to escape being frozen by these spikes. Targets must make a strength save becoming grappled and restrained on a failed save or no effects on a successful save. A target may remake the Strength save at the end of their turn. As a result of the ground becoming frozen the frozen area becomes difficult terrain until removed via fire release jutsu or dropped concentration. A creature who would enter the effected area must then make the two previous saves.

A creature starting their turn while restrained by the ground freeze must make a constitution save at the beginning of it's turn to avoid the Chilled condition.

At Higher Ranks: For each rank above C rank. Increase the cost by 3, the damage by 1d6, and the amount of ground ground freeze covers by 10 feet as well as it's range.


B-Rank

Ice Slide Amp Impale

Classification: Hijutsu, Bukijutsu

Rank: B-Rank

Casting Time: 1 Action

Range: Weapon Range

Duration: Instant

Components: M, W (MeleePiercing)

Cost: 13 Chakra

Keywords: Hijutsu, Bukijutsu, Finisher

Description:As a requirement to activate the jutsu you must first hit Ice Slide on the same turn you cast this jutsu. You use your Piercing Ice Weapon to impale your target and stick them into the ground. Make a Melee Bukijutsu attack dealing your weapons damage + 5d10 cold damage. The target also gains 2 ranks of chilled and must perform a strength saving throw being imapled to the ground grappled and restrained by the weapon on a failed save and no effects on a successful save.

At Higher Ranks: For each rank above B rank. increase the cost by 4 and increase the damage die by 3d10, if this jutsu is upcasted to S rank, inflict one more rank of chilled.

Hoarfrost Grab

Classification: Hijutsu, Taijutsu

Rank: B-Rank

Casting Time: 1 Action

Range: Full Movement Speed (Touch)

Duration: Instant

Components: HS, CM, M

Cost: 14 Chakra

Keyword: Hijutsu, Ninjutsu, Water Release, Wind Release

Description: You charge towards a target while coating one of your hands with ice release chakra. Make a Melee Ninjutsu Attack against a creature within touch distance. On a hit, the target takes 11d6 Cold damage and becomes encased in ice, gaining the restrained condition until the end of their next turn. A creature restrained by this jutsu can make a Strength saving throw at the start of their turn to attempt to break free from the ice. If a creature succeeds on this saving throw, they are immune to the restraining effect of this Jutsu for 1 hour.

At Higher Ranks: For each rank above B-Rank that this Jutsu is casted at, increase the Chakra cost by 3 and the Damage dice by 2d6

A-Rank:

Death's Cold Embrace

Classification: Hijutsu, Taijutsu

Rank: A-Rank

Casting Time: 1 Action

Range: Self

Duration: 1 Minute

Components: CM, M

Cost: 19 Chakra

Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release, Taijutsu

Description: You grip your kombatants neck with the intent to freeze their main-stem bronchi to cut off the passage of air to the lungs. Make a melee taijutsu attack. On a hit, you immediately grapple and restrain the target. The target can spend their reaction to make an opposed Strength save check to break free immediately ending this jutsu, remaining grappled and restrained on a failed check.


grappled and restrained this way they cannot form handseals because King Is Absolute.


The target also gains one rank of Weakened. At the start of each of the target's turn they take 3d10 cold damage and they can spend their action to escape your grip by a strength saving throw. At the end of the each of the target's turn while grappled by this jutsu they make a Constitution saving throw gaining one rank of exhaustion. If the target fails 5 consitution saving throws their neck is completely frozen and you rip off the targets head from their body with their spine attached to their head.

S-Rank:

Ice Breaking Sledgehammer

Classification: Hijutsu

Rank: S-Rank

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 1 minute

Components: HS, CM

Cost: 28 Chakra

Keyword: Hijutsu, Ninjutsu, Water Release, Wind Release

Description: You condense moisture around your arms to create a layer of ice around them. For the duration of this jutsu, your Unarmed damage becomes 3d10 Cold damage, and you can use your Ninjutsu Ability Modifier instead of Strength when determining your attack bonus with your Unarmed Strikes. While concentrating on this Jutsu, you can make a number of Unarmed Attacks using your Action equal to your Ninjutsu Ability Modifier (Maximum of 3).

Additionally, for the duration of this jutsu, you gain +5 Bonus to your AC against Taijutsu Melee Attacks, and a +3 Bonus to Saving Throws made against Taijutsu you can see.


Grandmaster's Resolve

Classification: Hijutsu

Rank: S-Rank

Casting Time: 1 Action

Range: Self

Duration: 1 Minute

Components: HS, CM

Cost: 35 Chakra

Keyword: Hijutsu, Ninjutsu, Water Release, Wind Release

Description: You take on a Grandmaster's Resolve to win the fight for the Lin Kuei. You coat your body in a freezing layer of chakra, granting you a multitude of benefits.

  • All creatures within 5 feet of you take Cold damage equal to your Ninjutsu ability modifier (min 1.) at the end of your turn.
  • Your unarmed damage becomes 3d8 Cold Damage.
  • You gain a +3 Bonus to your AC.
  • A creature making a melee attack targeting you takes cold damage equal to your level. (Once per turn.)
  • When you cast a Lin Kuei Clan Hijutsu, while you are gaining this jutsu’s benefits, increase the damage die of that jutsu by 1 Step (D4>D6>D10>D12). If the Jutsu’s damage die is already a d12, the Jutsu deals additional damage equal to your Ninjutsu Ability Modifier.

Lin Kuei Feat List

Fatality

Category: Clan

Prerequisites: Lin Kuei Clan, Level +4


You express the full killing intent of famous members of the Lin Kuei. Further dulling your humanity and making you colder.

  • Increase your Strength or Dexterity ability score by +1, to a max of 20.
  • You learn one Lin Kuei Hijutsu at any rank this does not count towards jutsu known.
  • If a creature is reduced to 0 Hit points as a result of your Ice Weapon, Taslim Unarmed, Or Lin Kuei Hijutsu you must kill them in a flashy way of your choosing.
  • As a result of performing a fatality, all enemies that can see you during the fatality must perform a charisma save gaining 2 ranks of fear on a fail for 1 minute.

Taslim Stance Expert

Category: Clan

Prerequisites: Lin Kuei Clan, Level +11


Your skill with your clan's fighting style has become so great that it rivals that of Kuai Liang and Bi Han.

  • Increase your Strength or Dexterity ability score by +1, to a max of 20.
  • Damage inflicted to a target as a result unarmed or taijutsu deals extra damage equal to the number of ranks of chilled the creature has.
  • Once per turn when you would hit an opponent with an unarmed attack you can automatically make the target roll a con save to resist chilled.
  • You can now use this stances "Freeze" effect as apart of a taijutsu you cast.

Brutality

Category: Clan

Prerequisites: Lin Kuei Clan, Level 8+, Fatality Feat


Your drive to fulfill the clan's wishes and or to strengthen your own ability has turned you into a brutal assassin fully implementing yourself among the Lin Kuei's best agents.

  • Increase your Strength or Dexterity ability score by +1, to a max of 20
  • You learn one Lin Kuei Hijutsu (Taijutsu) at any rank this does not count towards jutsu known.
  • If a creature is below 30% hitpoints as a result of a Lin Kuei Hijutsu you can perform a fully upcasted Lin Kuei Finisher Jutsu regardless of Casting Time or Range.

Iceescapable

Category: Clan

Prerequisites: Lin Kuei Clan


Your ice reaches below -500% farenheit, comparing to that of Kuai Liang and Bi Han.

  • Increase your Intelligence or Constitution ability score by +1, to a max of 20.
  • For every rank of chilled your target has, increase your Lin Kuei Hijutsu save by +1 (Max 2)
  • When a creature would benefit from Evasive against your Lin Kuei Ninjutsu you may negate their evasive up to twice per long rest.