SENJUTSU (SAGE MODE) Once selected, you must make the select Ability check
five times, and of these five checks, you must succeed at
Unlocking the power of Senjutsu is a normally unheard- least 3 times. For each step in the process, you can cast
of feat. The power to harness the worlds naturally one jutsu of your choice, once, to help you succeed one of
occurring energy supply is a monstrously difficult task the five checks. If you are still unsure that even a jutsu
and not to be taken lightly in any sense of the word. can assist you, you can spend an extra Downtime week
Senjutsu involves the process of drawing natural energy focusing on the given step. For each Downtime week
into one’s self and compartmentalizing it, and added, you gain a +2 bonus to all of that step’s ability
progressively blending it with their own chakra to create checks. If you fail any of the steps, your shinobi suffers
Senjutsu Chakra, or Sage Chakra. This power is one of the listed condition.
absolute power and with unlimited potential. Those who
have undergone the challenges presented when learning • Step 1: After failing to succeed the physically taxing portion
to harness such a power have come out in one of two of the Sage Training, you find yourself broken and bruised
ways; Either dead or with more power than most others with multiple bones broken and shattered. You require 4
within their class of skill. weeks of Downtime to recover. If you end your recovery
early, until you complete 4 weeks of Downtime to recover,
Sages are usually the bearers of change. The you permanently gain the Dazed, and Weakened Conditions.
protectors of the natural order. They are usually the ones
standing in between disaster and peace in most eras of • Step 2: After failing to grasp the concepts of Sage Arts in any
Shinobi history. of the following; Ninshou, Illusion, or Martial Arts, and how
to manipulate Nature Energy while using them, your
The use of Senjutsu is a powerful tool, that can be used mentor instructs you to take a break to recover an regroup.
for both plot & mechanical relevance. Both the DM and You cannot attempt to practice Senjutsu for 4 weeks.
the Player can benefit from including this into the
narrative. Senjutsu has been designed to fit into any • Step 3: After failing to recognize the differences between
story. Senjutsu is a Mid to Late game class mod that if Nature Energy or other darker malevolent forces in the
provided to players should come with consideration for world, your body has become slightly corrupted by this
providing other players with a class mod as well to keep mixed intake of Chakra. You lose the ability to Mold Chakra.
balance within the party. Due to the amount of power You require 4 weeks of downtime to recover. If you failed
Sage mode provides it is not intended to be used by any of your ability checks by 10 or more, you lose the ability
characters who are below 11th level. Characters who gain to Mold Chakra until you are healed by a Ninjutsu with the
this powerful class mod, should only do so after arduous Medical keyword, of A-Rank or Higher.
training, and from serious narrative reasoning behind it.
This is not a power that is freely handed out due to the • Step 4: After failing to correctly mold and mix the nature
immense strain it can put on the user. This is a powerful energy inside of your body, you lose yourself as your body
Class Mod and should not be handed out freely without converts into whatever creature, or nature affinity you were
careful consideration into enemy choice, team most connected with while training. Your mentor is able to
composition and Campaign power levels. save you. But this is a onetime deal. They, nor can anyone
else save you a second time. If you attempt, and fail this step
GAINING SAGE MODE twice, you are lost as nature energy changes you beyond
repair becoming one of the many beast tribes’ speechless
Gaining Sage mode should be from a series of trials in tribesman or turning into a pure elemental spirit, lost to the
which, players should be aware, the potential death of world.
their character could occur while grasping as this
newfound power. This should not be something that is LEVELING UP SAGE MODE
planned for during character creation, nor should it be
handwaved with a second-hand explanation. Power of Leveling up Sage mode is a difficult and time-
this magnitude should come from serious narrative consuming process. Unlike normal shinobi classes that
complications and implications. require the player to gain XP to reach their next level,
Senjutsu (or Sage Mode) requires the user to consistently
Gaining Senjutsu is one that does not come from use the form & abilities that come with it, in both combat
character choice, but is instead initiated by Sage Beast, and through passive downtime training. But to do this a
or another Sages intervention. This requires the DM to person would need to also assume the risks of
initiate such an event as it is entirely out of the players potentially failing such a training process.
hands. There are a few steps in between learning of the
existence of sage mode and actually learning to harness At Character Level 13, 15, 17, and 19, you must further
it. Learning to harness such a power requires the your sage Training to ascend to the next level of
following. Senjutsu. Return to your Tribes or Mentors Sage Domain.
While following each step of the process, you must first When you do, you must redo Steps 1-4, but reduce the
select one skill to focus on if more than one is listed. Be sure number of checks by 1. If the number of checks made
the skill selected is the skill you wish to focus on because would fall below the number of successes needed, you
once selected, you cannot go back and change this selection. instead must succeed all checks made.
SENJUTSU LEARNING DC’S
Step Skill Check Ability DC Downtime Requirement
25 4 Weeks
1 Acrobatics or Athletics 25 4 Weeks
25 4 Weeks
2 Ninshou, Illusions, or Martial Arts 35 4 Weeks
3 Insight, Nature or Survival 1
4 Chakra Control
CLASS MOD FEATURES CARNIVORAN SENJUTSU
When you finally gain the Senjutsu Class Mod, you gain While gaining the benefits of Sage Mode and have a
the following class mod features. contract with any Sage tribe of this type, you gain the
following benefits;
SAGE AFFINITY
• Your melee weapon attacks deal 2d8 instead of its
Beginning at the first level of Senjutsu Sage mode, your listed damage.
training has led you to adopt an affinity for a certain type
of Sage Chakra. If you have a summoning contract with a • Select 2 damage types. You gain Resistance to the
tribe of Sage Beasts, or have a Nature Release Affinity, chosen damage types. You cannot change these later.
you automatically have the option to select their
Summon Types or Elemental Affinity as your Sage • Jutsu, you cast, or melee weapon attacks you make,
Affinity. cannot have their damage reduced by any means other
than resistance or Immunity.
AMPHIBIAN SENJUTSU
Beginning at 3rd level in this class mod;
While gaining the benefits of Sage Mode and have a
contract with any Sage tribe of this type, you gain the • Select 1 damage type. You gain Resistance to the
following benefits; chosen damage type. You cannot change this later.
• You can breathe underwater as you can air. You gain a • Your Melee weapon attacks instead deals 3d8 instead
swimming speed equal to your movement speed. of its listed damage.
• Your unarmed strikes deal 2d6 instead of its listed • You become immune to the deafened & Fear condition.
damage die.
DRAGON SENJUTSU
• Jutsu, you cast, that deals damage, deal additional
damage equal to twice your Senjutsu (Sage Mode) While gaining the benefits of Sage Mode and have a
Level. contract with any Sage tribe of this type, you gain the
following benefits;
Beginning at 3rd level in this class mod;
• Fuinjutsu can be cast without Hand signs (HS) or
• Taijutsu and Unarmed attacks you make with a range Chakra Seals (CS).
of 5 feet (or Touch), have their range increased by 5
feet. • Fuinjutsu, you cast, that deals damage, deals
additional damage equal to three times your Senjutsu
• Taijutsu or Bukijutsu that affects an area increases the (Sage Mode) level.
size of their area by 5 feet.
• When you would make a Saving throw against a
• Your Unarmed Strikes now use 2d8 for damage. Genjutsu with the Visual keyword, you roll 2 additional
d20’s taking the highest results. You cannot gain
AVIAN SENJUTSU advantage Against Genjutsu with the Visual keyword.
While gaining the benefits of Sage Mode and have a Beginning at 3rd level in this class mod;
contract with any Sage tribe of this type, you gain the
following benefits; • Ninjutsu with the Sensory keyword that you cast, has
their sensory range doubled.
• You are always under the effects of Wind Release:
Feather Fall and Zephyr Strike • You and Jutsu you cast cannot be seen with Chakra
Sight.
• You gain a +10 to Perception and Darkvision up to 300
feet. • Fuinjutsu, you cast cannot be reacted to by Ninjutsu,
Taijutsu, Genjutsu, or Arts.
• Jutsu, you cast, that deals damage, deal additional
damage equal to twice your Senjutsu (Sage Mode)
Level.
Beginning at 3rd level in this class mod;
• You become immune to the blinded condition.
• You gain a flying speed equal to half your movement
speed.
• While flying, whenever you would make a Dexterity
saving throw, you roll three d20’s taking the highest
result. You cannot gain advantage in Dexterity Saving
throws.
2
EARTH AFFINITY SENJUTSU LIGHTNING AFFINITY SENJUTSU
While gaining the benefits of Sage Mode and following While gaining the benefits of Sage Mode and following
this Sage Affinity, you gain the following benefits; this Sage Affinity, you gain the following benefits;
• You are always under the effects of Earth Release: • You are always under the effects of Lightning Release:
Bedrock Skin as if casted at C-Rank. Surge. (The Cost reduction effect, applies to all Ranks.
The AC reduction effect, can stack no more than 3
• Earth Damage you deal ignores Resistance, and treats times.)
Immunity as Resistance.
• Lightning Damage you deal ignores Resistance, and
• You may cast Jutsu with the Earth Release Keyword, treats Immunity as Resistance.
that has a casting time of 1 Action, as a Reaction, with
no specific trigger. • You may cast Jutsu with the Lightning Release
Keyword, that has a casting time of 1 Action, as a
Beginning at 3rd level in this class mod; Reaction, with no specific trigger.
• You have Immunity to the Dazed and Weakened Beginning at 3rd level in this class mod;
Condition.
• You have immunity to the Shocked and Slowed
• Earth Damage you deal ignores Immunity, and deals Conditions.
triple damage to creatures who are vulnerable.
• Lightning Damage you deal ignores Immunity and
• Jutsu, you cast with the Earth Release Keyword, that deals triple damage to creatures who are vulnerable.
deals damage, deals additional damage equal to three
times your Senjutsu (Sage Mode) level. • Jutsu, you cast with the Lightning Release Keyword,
that deals damage, deals additional damage equal to
FIRE AFFINITY SENJUTSU three times your Senjutsu (Sage Mode) level.
While gaining the benefits of Sage Mode and following PRIMATE SENJUTSU
this Sage Affinity, you gain the following benefits;
While gaining the benefits of Sage Mode and following
• You are always under the effects of Fire Release: Flame this Sage Affinity, you gain the following benefits;
Armor.
• You are always under the effects of Dancing Blade Risk.
• Fire Damage you deal ignores Resistance and treats • Bukijutsu, you cast deal additional damage equal to
Immunity as Resistance.
twice your Senjutsu (Sage Mode) level.
• You may cast Jutsu with the Fire Release Keyword, that • Your movement speed cannot be reduced by any
has a casting time of 1 Action, as a Reaction, with no
specific trigger. means, and you ignore difficult terrain.
Beginning at 3rd level in this class mod; Beginning at 3rd level in this class mod;
• You have immunity to the Burned and Corroded • You can cast Bukijutsu, ignoring the weapon and/or
Conditions. damage type requirement. (This does not count for
Bukijutsu that requires a Melee or Ranged weapon
• Fire Damage you deal ignores Immunity, and deals specifically. For example, you cannot use Dancing Blade
triple damage to creatures who are vulnerable. Risk with a Ranged Weapon, but you can now use it with
a quarter staff.)
• Jutsu, you cast with the Fire Release Keyword, that
deals damage, deals additional damage equal to three • When you cast a Bukijutsu with the Finisher Keyword
times your Senjutsu (Sage Mode) level. and score a critical hit, you automatically deal
maximum possible damage.
INSECTOID SENJUTSU
• Bukijutsu, you cast, that require Concentration, have
While gaining the benefits of Sage Mode and have a their activation and concentration cost reduced by
contract with any Sage tribe of this type, you gain the half.
following benefits;
REPTILIAN SENJUTSU
• You melee and ranged weapon attacks are always
under the effects of Poison Weapon Technique. While gaining the benefits of Sage Mode and have a
contract with any Sage tribe that is of a Dragon Type,
• Attacks you make, or jutsu you cast, that deal poison you gain the following benefits;
damage, or causes the Poisoned or Envenomed
conditions cannot be reacted too. • Your melee and ranged attacks have an +1 to their
critical threat range.
• Poison Damage you deal ignores resistance and
Immunity, and deals triple damage to creatures who • You treat critical hits against you, as regular hits once
are vulnerable. per turn.
Beginning at 3rd level in this class mod; • Poison & Acid Damage you deal deals additional
damage equal to three times your Senjutsu (Sage
• You are Resistant to Poison damage and Immune to Mode) level.
the Poisoned Condition.
Beginning at 3rd level in this class mod;
• When you would take poison damage, you are instead
healed an amount of Hit points equal to the damage • You gain 30 feet of Blindsight, and 60 feet of tremor
you would take. sense.
• When you would deal poison damage, or inflict the • When you score a critical hit with a melee or ranged
poisoned or envenomed conditions, creatures cannot weapon attack, you instead triple the damage dice.
gain resistance, instead reducing their saving throw by
an amount equal to your Senjutsu (Sage Mode) level. • When you have half or less hit points, you regain hit
points equal to three times your Senjutsu (Sage Mode)
level per turn until you reach maximum hit points.
This does not trigger, if you have less than 1 Hit point.
3
RODENT SENJUTSU SAGE CHAKRA
While gaining the benefits of Sage Mode and have a Sage chakra is the spiritual manifestation of nature
contract with any Sage tribe of this type, you gain the energy after you draw in and combined it successfully
following benefits; with your own chakra. You can draw this chakra into
yourself at any time by reducing your movement speed
• You are always under the effects of two of the to 0 and using your action to concentrate on drawing
following; Body Flicker, Chakra Leaping and Sensing this chakra in.
Technique. You do not get to go back and change this
selection. Make a Constitution (Chakra control) check vs DC 15.
On a success, you gain 10 Sage chakra, and an additional
• You gain a bonus to your AC equal to your Senjutsu 5 Sage Chakra for every additional 5 you get over the
(Sage Mode) Level. original Check DC. (15, 20, 25, 30+) Up to a maximum
amount of Sage Chakra based on your Senjutsu (Sage
• You gain a bonus to your Dexterity saving throws Mode) Level. When gathering Sage Chakra in this
equal to your Senjutsu (Sage Mode) level. manner, you can make a number of Constitution (Chakra
control) ability checks equal to your proficiency bonus as
Beginning at 3rd level in this class mod; apart of the same action. This is all treated as a single
attempt to gather Sage Chakra.
• You are always under the effects of Nondetection.
• You can cast Jutsu with the Mobility (M) component Each time you attempt to gather Sage Chaka after the
first, the DC increases by 5. This DC increase resets when
regardless of your current condition. you complete a long rest.
• Your Speed cannot be reduced by any means and you
You can begin to gather Nature Energy into yourself
are immune to difficult terrain and the Slowed while moving as well, but in doing so, you make your
Conditions. Constitution (Chakra Control) check at disadvantage.
WATER AFFINITY SENJUTSU Jutsu, you use, that uses Sage Chakra, are treated as S-
Rank when another creature attempts to interrupt, end
While gaining the benefits of Sage Mode and following this or negate your jutsu.
Sage Affinity, you gain the following benefits;
If you fail a Chakra Control check to draw in Nature
• You are always under the effects of Water Release: Water Energy, reduce your Current Normal Chakra by 1/4th of
Sensing Sphere and Water Release: Water Shield (Gaining your maximum. If your Current Normal Chakra is 0, and
10 Temporary Hit points at the beginning of each of your you fail a Chakra Control ability check to draw in Nature
turns.) Energy, you become petrified until someone else
removes the condition for you.
• Cold Damage you deal ignores Resistance and treats
Immunity as Resistance. Sage chakra remains in your body for up to 10 Minutes
before it harmlessly disperses from your person.
• You may cast Jutsu with the Water Release Keyword, that
has a casting time of 1 Action, as a Reaction, with no SAGE MODE
specific trigger.
Sage mode exceeds the absolute peak of most shinobi’s
Beginning at 3rd level in this class mod; careers in terms of their power. You can enter Sage mode
as a Bonus action, so long as you have at least 1 Sage
• You have Immunity to the Chilled, Restrained and Chakra. Jutsu you use while in Sage Mode, must use Sage
Grappled Conditions. chakra. Using Sage Chakra while in Sage mode does the
following;
• Cold Damage you deal ignores Immunity, and deals
triple damage to creatures who are vulnerable. • For every 1 Sage Chakra you spend casting any jutsu or
paying the cost of any feature or feat, you treat the
• Jutsu, you cast with the Water Release Keyword, that chakra spent as 2.
deals damage, deals additional damage equal to three
times your Senjutsu (Sage Mode) level. • You add half of your Proficiency bonus (Rounded
Down) to all saving throws you are not proficient in
WIND AFFINITY SENJUTSU for the duration.
While gaining the benefits of Sage Mode and following this • You add half of your Proficiency bonus (Rounded
Sage Affinity, you gain the following benefits; Down) to all Ability checks you are not proficient in for
the duration.
• You are always under the effects of Wind Release: Wind
Friction Shatter. Beginning at 3rd level in this class mod;
• Wind Damage you deal ignores Resistance and treats • For every 1 Sage Chakra you spend casting any jutsu or
Immunity as Resistance. paying the cost of any feature or feat, you treat the
chakra spent as 3 instead of 2.
• You may cast Jutsu with the Wind Release Keyword, that
has a casting time of 1 Action, as a Reaction, with no • For the duration, you become proficient in all saving
specific trigger. throws.
Beginning at 3rd level in this class mod; • Sage Art: Techniques have their Cost Reduced, by an
amount equal to your Senjutsu (Sage Mode) level.
• You have immunity to the Bleeding and Prone Condition.
• Wind Damage you deal ignores Immunity, and deals • Sage Arts: Abilities have their cost reduced by 2. (Min 1.)
triple damage to creatures who are vulnerable.
• Jutsu, you cast with the Wind Release Keyword, that
deals damage, deals additional damage equal to three
times your Senjutsu (Sage Mode) level.
4
SAGE ARTS SAGE ARTS
Finally, at the 1st level of this class mod, you have Below are Sage Arts, listed in Alphabetical order, in
learned to utilize esoteric secrets, and monstrously separate Sage Art Types, in the following order; Passive,
powerful techniques and abilities, known as Sage Arts or Ability, Technique.
Senjutsu
SAGE ARTS: PASSIVE
These arts fall into one of 3 categories; Abilities,
Passives and Techniques. SAGES AGILITY
The Sage Arts you learn define the type of Sage you You have tuned your Senjutsu to the point where it not
embody beyond what affinity you have adopted. You gain only permeates throughout your body, providing your
the benefits of your Sage Arts, and can fully utilize them abilities based on your affinity, but you also use it to
while gaining the benefits of Sage Mode. You Cannot amplify your Agility. You gain the following Benefits;
switch these once learned.
• Your Dexterity Score becomes 24.
Some Sage Arts may require an Attack Roll or Saving • Increase your Sage Art Attack Bonus by +2.
throw. Also, while gaining the benefits of Sage Mode, • Increase your Speed by 15 feet.
Jutsu you cast with Sage Chakra can be treated as Sage • Add your Senjutsu (Sage Mode) level to Dexterity
Arts for the purpose of Attack Bonus/Save DC. If casted
this way, using your Sage Art attack Bonus and Save DC, saving throws. If you already gain a bonus to your
they gain any bonuses that trigger as a result of using Dexterity Saving throws this way, you instead add 1d4
Sage Arts. to Dexterity Saving throws.
• Ability checks made using Dexterity are made at
To calculate your Sage Art, Save DC and Attack bonus, advantage.
do the following;
Sage Art Save DC = 10 + your Level in this class mod +
your Proficiency bonus;
Sage Art Attack Bonus = Twice your Proficiency Bonus
+ your level in this class mod;
SAGE TRAINING PROFICIENCY
Beginning at 2nd level of this Class Mod when you would
gain a level in this class mod, you reduce the downtime
cost required with each Step down to 2 Weeks.
Starting at 3rd level of this Class Mod, when you would
attempt to gain a level, you reduce the downtime cost
required down to 1 week for each step.
SAGE TRANCE
Beginning at 4th level of this Class Mod you have learned
the Secret art of Sage Trance. This trance grants you the
unique ability to gather nature energy while in motion
significantly easier. When making a Constitution
(Chakra Control) ability check, and you have not reduced
your movement to 0, you roll without disadvantage. If
you do reduce your movement to 0, you instead roll at
Advantage.
Sage Chakra you gather remains in your body for 1
hour before it harmlessly disperses from your person.
MASTERED SAGE MODE
Beginning at 5th level in this class mod, you have
mastered Sage Mode and paved a way for yourself to
complete knowledge and wisdom of the sage arts. Sage
Chakra you gather remains in your body for 24 hours
before it harmlessly disperses from your person.
• Sage Arts: Techniques, deal additional damage equal
to your Character level once per turn.
• For every 1 Sage Chakra you spend casting any jutsu or
paying the cost of any feature or feat, you treat the
chakra spent as 4 instead of 3.
• Sage Arts: Abilities have their cost reduced by 3, instead
of 2 (Min 1.)
• Also, to calculate your Sage Art, Save DC and Attack
bonus, you instead do the following;
Sage Art Save DC = 10 + Twice your Senjutsu (Sage Mode)
level + your Proficiency bonus;
Sage Art Attack Bonus = Twice your Proficiency Bonus +
Twice your Senjutsu (Sage Mode) Level;
5
SAGE BLOODED SAGES WILL
Your body has consumed enough Senjutsu chakra for it You have tuned your Senjutsu to the point where it not
to leak into your normal Jutsu passively. You gain the only permeates throughout your body, providing your
following Benefits; abilities based on your affinity, but you also use it to
amplify your Force of Will. You gain the following
• Increase your Sage Art DC by +1 Benefits;
• Jutsu, you cast deals additional damage, equal to your
• Your Charisma Score becomes 24.
proficiency bonus, if it doesn’t already. • Increase your Sage Art Save DC by +2.
• Arts you cast deals additional damage, equal to twice • Add your Senjutsu (Sage Mode) level to Charisma saving
your Senjutsu (Sage Mode) level. throws. If you already gain a bonus to your Charisma
• When you clash with a creature using a Jutsu or Art, saving throws this way, you instead add 1d4 to Charisma
Saving throws.
you add your Senjutsu (Sage Mode) Level to the clash • Ability checks made using Charisma are made at
check. advantage
• Senjutsu you cast and Sage Art: Abilities you use, costs • Jutsu and Sage Arts you cast, cannot have their damage
are reduced by 1. reduced by any means except by Resistance or Immunity.
SAGES FORTITUDE SAGES WISDOM
You have tuned your Senjutsu to the point where it not You have tuned your Senjutsu to the point where it not only
only permeates throughout your body, providing your permeates throughout your body, providing your abilities
abilities based on your affinity, but you also use it to based on your affinity, but you also use it to amplify your
amplify your physical endurance. You gain the following ability to comprehend Emotion, understand the world and
Benefits; relate to these finding. You gain the following Benefits;
• Your Constitution Score becomes 24. • Your Wisdom Score becomes 24.
• Increase your Sage Art Save DC by +1. • Increase your Sage Art Attack Bonus by +2.
• Add your Senjutsu (Sage Mode) level to Constitution • Increase your Sage Art Save DC by +1
• Add your Senjutsu (Sage Mode) level to Wisdom saving
saving throws. If you already gain a bonus to your
Constitution saving throws this way, you instead add throws. If you already gain a bonus to your Wisdom
1d4 to Constitution Saving throws. saving throws this way, you instead add 1d4 to Wisdom
• Increase your maximum Sage Chakra by an amount Saving throws.
equal to twice your Senjutsu (Sage Mode) Level. • Ability checks made using Wisdom are made at advantage
• Increase the amount of Sage chakra gained when you
succeed a Constitution (Chakra Control) ability check, SAGES STAMINA
by an amount equal to half of your Senjutsu (Sage
Mode) level rounded up. (Min 1.) You have tuned your Senjutsu to the point where it not only
permeates throughout your body, providing your abilities
SAGES KNOWLEDGE based on your affinity, but you also use it to amplify your
stamina and overall ability to last in battle;
You have tuned your Senjutsu to the point where it not
only permeates throughout your body, providing your • While in Sage Mode, increase your Maximum Hit Points
abilities based on your affinity, but you also use it to by an amount equal to three times your Senjutsu (Sage
amplify your knowledge, and ability to process Mode) level. Your current hit points increase by an
information, new and old. You gain the following amount equal to three times your Senjutsu (Sage Mode)
Benefits; level.
• Your Intelligence Score becomes 24. • Increase your Sage Art Save DC by +1
• Increase your Sage Art Attack Bonus by +2. • Senjutsu you cast and Sage Art: Abilities you use, costs are
• Increase your Sage Art Save DC by +1.
• Add your Senjutsu (Sage Mode) level to Intelligence reduced by 1 (Min 1.)
• You ignore the effects of the first 3 ranks of exhaustion.
saving throws. If you already gain a bonus to your
Intelligence saving throws this way, you instead add When you would gain more than 3 ranks, you suffer the
1d4 to Intelligence Saving throws. 4th, 5th and 6th ranks effects as normal.
• Ability Checks made using Intelligence are made at • You gain immunity to the Incapacitated Condition. (This
advantage. does not count for the Unconscious Condition)
SAGES STRENGTH SAGE ARTS: ABILITIES
You have tuned your Senjutsu to the point where it not SENPO: PEERLESS ACCURACY
only permeates throughout your body, providing your
abilities based on your affinity, but you also use it to Sage Art Type: Ability
amplify your Strength. You gain the following Benefits; You use your Senjutsu to provide you with a massive bonus
to your accuracy. Senjutsu, you cast have their precision
• Your Strength Score becomes 24. increased greatly.
• Increase your Sage Art Attack Bonus by +2.
• Increase your Sage Art Save DC by +1 Once per turn, when you would make a Senjutsu attack,
• Add your Senjutsu (Sage Mode) level to Strength you can spend an additional 5 Sage Chakra. When you do,
you make the attack roll rolling three d20, taking the
saving throws. If you already gain a bonus to your highest result. This attack cannot gain advantage.
Strength saving throws this way, you instead add 1d4
to Strength Saving throws. Alternatively, you can spend 5 Sage Chakra to reroll a
• Ability Checks made using Strength are made at missed Attack roll, up to twice per turn.
advantage.
You can only gain the benefits of one of these features
during any single turn.
6
SENPO: PEERLESS CRUELTY Alternatively, you can spend 5 Sage Chakra, to gain the
benefits of Eyes of Truth for the duration of your Sage
Sage Art Type: Ability Mode. When gaining this jutsu’s benefits in this way, all
You use your Senjutsu to impart unrivaled cruelty to those allied creatures within 90 feet of you, can see what all non-
afflicted with a condition inflicted by you. hostile creatures in a 100-mile radius, centering on you
can see.
Once per turn, by spending 5 Sage Chakra when a
creature fails a saving throw to resist a condition caused by Alternatively, you can spend 5 Sage Chakra, to gain the
you, the conditions effects are amplified. benefits of Incursion of Clarity for the duration of your Sage
Mode. When gaining this jutsu’s benefits this way, instead
• Bleeding- The DC to end this Condition is doubled and select 3 of the following conditions, you immediately ends
increase bleedings damage die to 1d8. their effects, if currently affecting you, and you gain
immunity to them all for the duration; Berserk, Blinded,
• Burned- The DC to end this Condition is doubled, Charmed, Dazed, Deafened, Fear, Slowed, Stunned, and
remove the conditions burn stack maximum and Weakened.
increase the damage die to a d12.
You can only benefit from one of the aforementioned
• Chilled- Increase the damage die to a d10, remove the effects during any single duration of Sage Mode. Once
conditions chill stack maximum, and increase the activated, you cannot switch the ability chosen until your
Dexterity penalty to a -2. next Sage Mode activation.
• Corroded- The DC to end this Condition is doubled, SENPO: PEERLESS POWER
Increase the penalty to ability checks and attack rolls to
-2 and increase the damage die to a d8. Sage Art Type: Ability
You use your Senjutsu to provide you with an unmatched
• Envenomed- Increase the damage die to a d10, remove bonus to your power. Senjutsu, you cast have their power
the conditions envenomed stack maximum, and this increased greatly.
condition now lasts until removed, or for Sage Modes
duration. Once per turn, when you would cast a Senjutsu, you can
spend an additional 5 Sage Chakra. When you do, the
• Shocked- Increased the damage die to a d10, increase Senjutsu cast deals additional damage equal to twice your
the penalty to a -2, and remove the conditions shocked Proficiency Bonuses.
stack maximum.
Alternatively, you can spend 5 Sage Chakra to increase
SENPO: PEERLESS EVASION the damage by an amount of damage dice equal to your
Senjutsu (Sage Mode) level.
Sage Art Type: Ability
You use your Senjutsu to provide yourself with a massive You can only gain the benefits of one of these features
bonus to your Evasive potential. during any single turn.
Once per turn, when you are the target of an attack, you SENPO: PEERLESS RESISTANCE
can spend 5 Sage Chakra. When you do, you gain a bonus to
your AC, equal to twice your Senjutsu (Sage Mode) level Sage Art Type: Ability
against the triggering attack. You use your Senjutsu to provide you with a massive bonus
to your Toughness.
Alternatively, you can spend 5 Sage Chakra to gain a
bonus to your Dexterity or Intelligence Saving throws, Once per turn, when you would take damage, you can
equal to twice your Senjutsu (Sage Mode) level until the spend 5 Sage Chakra. When you do, reduce the triggering
end of the current turn. instance of damage is reduced by an amount equal to
either, twice your Proficiency bonus.
You can only use one of these effects during any single
turn. Alternatively, you can spend 5 Sage Chakra to reduce the
triggering damage by an amount equal to 5dX. (X = your
SENPO: PEERLESS FORCE largest Hit die.)
Sage Art Type: Ability You can only use one of these effects during any single
You use your Senjutsu to provide you with a massive bonus turn.
to your Chakra’s Force. Senjutsu, you cast have their
potency increased greatly. SENPO: PEERLESS SPEED
Once per turn, when you would cast a Senjutsu, you can Sage Art Type: Ability
spend an additional 5 Sage Chakra. When you do, You use your Senjutsu to provide you with a massive bonus
creature(s) who would make a saving throw against your to your raw speed.
Senjutsu, makes their save at disadvantage.
Once per turn, you can spend 10 Sage Chakra. When you
Alternatively, you can spend 5 Sage Chakra to make a do, you gain an additional action on your turn.
single creature making the saving throw against your
Senjutsu, make their save without proficiency or their Alternatively, you can spend 7 Sage Chakra to gain an
Ability Modifier (Pick one). additional bonus action on your turn.
You can only use one of these effects during any single Alternatively, you can spend 5 Sage Chakra to gain an
turn. additional Reaction.
SENPO: PEERLESS PERCEPTION You can only use one of these effects during any single
turn.
Sage Art Type: Ability
You use your Senjutsu to provide yourself with a massive
sensory range.
Once per turn, by spending 5 Sage Chakra, you gain the
benefits of Kagura’s Mind Eye for the duration of your Sage
Mode. When gaining this jutsu’s benefits in this way, the
range is instead 100 miles and you gain 60 feet of
blindsight.
7
SAGE ARTS: TECHNIQUES SAGE ART: FIVE GODS FAN
SAGE ART: MOUNTAIN CARVING BALL Sage Art Type: Technique
Classification: Senjutsu
Sage Art Type: Technique Casting Time: 1 Full Turn Action
Classification: Senjutsu Range: Self (60-foot radius sphere)
Casting Time: 1 Action Duration: Concentration, up to 1 Minute
Range: 15 Feet Components: HS, CM, CS
Duration: Instant Cost: 10 Sage Chakra
Components: CM Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Cost: 12 Sage Chakra Description: You use Sage Chakra to conjure a
Keywords: Ninjutsu, Senjutsu Summoning circle to one of the 5 Elemental Mountains.
Description: You use Sage Chakra to generate a massive If you know a Nature release, you may only select one of
15-foot diameter ball of chakra. When you cast this Sage the Nature release you know. If you don’t know any
Art, you may give this Art a Nature Release Keyword of a Nature Release, roll a 1d6, taking one of the following
Nature Release you know. You impart enough Sage Results;
Chakra into this ever-spiraling ball of energy to easily
carve a mountain. You summon an ever-bellowing amalgamation of the
element you choose that explodes upwards. Select up to
You make a Melee Senjutsu attack against a creature in 5 Creatures including yourself to not be affected by this
range. On a hit, the target creature takes 20d10 force Sage Art. All creatures affected, must succeed a Dexterity
damage. All Creatures (excluding you, the original target saving throw. On a failed save, a creature takes 12d8 of
and up to 5 creatures of your choice) in a 90-foot sphere, the corresponding damage type and gains 5 ranks of
centering on the original target must succeed a Dexterity listed condition for the next minute. On a successful
saving throw, taking 20d8 force damage and are thrown save, creatures on take half damage, suffering no
back to the edge of the 90-foot sphere on a failed save, additional effects.
or half as much damage and only pushed back half as far
on a successful one. A creature who enters this radius for the first time on
their turn, or ends their turn within the radius must
If you gave this Art a Nature Release Keyword that you make a Dexterity saving throw, taking 12d8 of the
know then it gains the corresponding Damage. (Water corresponding damage type and gains 5 ranks of listed
Release = Cold) condition for the next minute. On a successful save,
creatures on take half damage, suffering no additional
After the conclusion of this Art, the surrounding area, effects.
up to 500 feet out will be devastated by the concentrated
force of this Art. FIVE GODS FAN ELEMENTAL CHART
Additionally, your Art leaves behind or gains one of D6 Nature Release Damage Type Condition
the following effects based on its damage type. Weakened
01 Earth Earth Bleeding
• Earth: The terrain within the 500-foot radius is Burned
littered with standing, free floating, and slowly 02 Wind Wind Chilled
erupting stalagmites, which count as Earthen Shocked
Constructs which remain to 1 hour. 03 Fire Fire
• Wind: Random spots within the 500-foot radius 04 Water Cold
contains swirling vacuum spheres as if created by the
Wind Release: Vacuum Great Sphere Ninjutsu which 05 Lightning Lightning
remain to 1 hour.
06 Select 2 -
• Fire: Random spots within the 500-foot radius is
engulfed in a super-heated flame that automatically (split damage evenly)
inflicts 3 ranks of the burned condition if a creature
passes through its space which remain for 1 hour.
• Cold: Random spots within the 500-foot radius count
as puddles which facilitate the casting of B-Rank or
lower jutsu with the Water Release Keyword.
• Lightning: Random spots within the 500-foot radius
have a 50% chance to be struck by lightning, as if they
were the target of Lightning Release: Lightning Fang
cast at A-Rank, which last for 1 hour.
• Force: The 500-foot radius, is flattened, and left
barren. The Damage die for this Art is increased to a
d12. Creatures who’s hit points were reduced to 0 as a
result of this art, are atomized, being impossible to be
revived by any means.
8
SAGE ART: GOEMON If there are three or more casters present, each caster
selects one Nature release that they are able to use. All
Sage Art Type: Technique creatures in range must succeed a Dexterity saving
Classification: Senjutsu throw. On a failed save they take 8d8 damage of each
Casting Time: 1 Action nature releases corresponding damage type and the
Range: Self (120-Foot Cone) listed combination effects on the Sage Art: Goemon,
Duration: Instant Multiple Casters table.
Components: HS, CM, CS
Cost: 15 Sage Chakra SAGE ART: GOEMON, MULTIPLE CASTERS
Keywords: Ninjutsu, Senjutsu, Combination
Description: You and your allies use Sage Chakra to Nature Release Combination Effect
combine a variety of Nature Releases. Allies, who use
their reaction to assist in this Combination Sage Art Earth Release 3 Ranks of Weakened & 3 Ranks of Slowed
must be within twice their movement speed near you,
they immediately move, ending their movement Wind Release 6 Ranks of Bleeding
adjacent to you.
Fire Release 6 Ranks of Burned
The following is a list of combinations and effects
based on the number of casters present when this Water Release 6 Ranks of Chilled
combination sage art is used;
Lightning Release 6 Ranks of Shocked
If there is only one caster, they select one Nature
Release that they are able to use. Reduce the Range of If a creature who cannot use Sage Chakra wants to
this Art to a 90-foot cone, creatures within range make a assist in its combination casting, they can. They must
Dexterity saving throw, taking 14d8 damage of their compensate for their chakra’s incompatibility, by
Nature Releases corresponding Damage type (Water spending 3 times as much. For every 1 Sage Chakra
Release = Cold). required, they must spend 3 chakra.
If there are two casters present each caster selects one
Nature Release that they are able to use. All creatures in
range must succeed a Dexterity saving throw, or suffer
the listed Damage split evenly amongst the nature
releases corresponding damage type and Combination
effect or half as much damage on a success and no
combination effect;
SAGE ART: GOEMON, TWO CASTERS
Nature Combination Damage Combination Effect
Earth Release + Earth Release 18d8 You bombard the area with a lethal flurry of sharpened stones. On a failed save creatures are Dazed and
weakened for the next hour.
Earth Release + Wind Release 18d8
You create a powerful vortex of slicing wind & and pelting earth. On a failed save, creatures gain 4 ranks of
Earth Release + Fire Release 18d8 bleeding and are Dazed until the end of your next turn.
Earth Release + Water Release 18d8 You create a stifling wave of superheated stone and gouts of flame that burn and coat them in magma like
substances. On a failed save, creatures gain 2 ranks of Burned and 2 ranks of Slowed.
Earth Release + Lightning Release 18d8
You create a heavily restricting substance similar to concrete. On a failed save a creature gains 2 ranks of
Wind Release + Wind Release 18d8 Slowed, and becomes restrained and grappled. If a creature fails their saving throw by 10 or more, they are
petrified until the end of their next turn.
Wind Release + Fire Release 18d8
Wind Release + Water Release 18d8 You create a magnetized wave of stones, metals, and earthen substances that after striking, sticks to its
Wind Release + Lightning Release 18d8 target. On a failed save, creatures gain 2 Ranks of Shocked, and becomes restrained until the end of your
Fire Release + Fire Release 18d8 next turn.
Fire Release + Water Release 18d8
You create a hyper potent cyclone of wind that tears everything not held down apart and throws it around.
Fire Release + Lightning Release 18d8 On a failed save, creatures gain 8 ranks of bleeding.
Water Release + Water Release 18d8 You create a superheated flaming cyclone. On a failed save, creatures gain 6 ranks of burned.
Water Release + Lightning Release 18d8
You create a localized Tsunami. On a failed save, creatures gain 6 ranks of chilled
Lightning Release + Lightning Release 18d8
You create a contained thunderstorm. On a failed save, creatures gain 6 ranks of shocked for 1 minute
You create white hot flames that turns everything to ash. On a failed save, creatures gain 8 ranks of burned
You create a potent blast of scaling steam. On a failed save, creatures are blinded, deafened, and gains 3
ranks of burned.
You create a blast of destructive elements that turns everything in its path to dust. On a failed save, they
gain 2 ranks of Shocked and 2 ranks of burned.
You create a highly lethal blast of chilling waters. On a failed save, creatures gain 8 ranks of chilled.
You create highly conductive waves of water. On a failed save, creatures gain 2 ranks of chilled and 2 ranks
of shocked.
You create a bolt of plasma that scalds the air around it. On a failed save, creatures gain 8 ranks of
shocked.
9
SAGE ART: GODS PUNISHMENT SAGE ART: GROUND PULSE DENIAL
Sage Art Type: Technique Sage Art Type: Technique
Classification: Senjutsu Classification: Senjutsu
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet (120-foot radius sphere) Range: Self (60-foot cube)
Duration: Instant Duration: Concentration, up to 1 Minute
Components: HS, CM Components: CM, M
Cost: 11 Sage Chakra Cost: 6 Sage Chakra
Keywords: Genjutsu, Senjutsu, Visual, Audio Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Description: You use Sage Chakra to create a single Description: You stick your hand onto the ground,
bestial or elemental like entity of your description and releasing a pulse of Sage Chakra. All creatures of your
design that carries an orb. The entity coils itself around choice within range, must succeed a constitution saving
the orb before it glows a blinding white light and throw. On a failed save creatures are infected with your
oscillates to create a deafening sound. All creatures, Sage Chakra for the duration. Creatures infected with
excluding you and up to 5 creatures of your choice, must your Sage Chakra cannot use Normal Chakra. They can
make a Wisdom saving throw. being blinded and only use Special Chakra granted by a Class mod, such as
deafened on a failed save for 1 minute. Celestial Chakra or Cursed Chakra.
Creatures affected by this genjutsu also gain SAGE ART: GROUND PULSE ENHANCED
vulnerability to the first instance of bludgeoning,
piercing or slashing damage they take. Sage Art Type: Technique
Classification: Senjutsu
When an affected creature takes damage, they Casting Time: 1 Action
immediately make a Wisdom saving throw to end this Range: Self (60-foot cube)
Arts effects. Duration: 1 Minute
Components: CM, M
SAGE ART: GREAT GOD GATE Cost: 6 Sage Chakra
Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Sage Art Type: Technique Description: You stick your finger into the ground,
Classification: Senjutsu releasing a pulse of Sage Chakra. All creatures of your
Casting Time: 1 Action choice within range, that does not have Senjutsu (Sage
Range: 300 Feet Mode) levels, are pumped full of Sage Chakra for the
Duration: 1 Minute duration.
Components: HS, CM, CS
Cost: 10 Sage Chakra They gain 5 Sage Chakra and can use any Sage Art:
Keywords: Ninjutsu, Fuinjutsu, Senjutsu Ability, that you know, spending their own Sage Chakra
Description: You use Sage Chakra to conjure a for the duration. They cannot reduce Sage Art: Ability
Summoning circle 500 feet in the sky above a target you costs by any means.
can see within range. You conjure 5 red torii that fall
down from the summoning circle slamming down Additionally, they regain 8d8 + Twice your Senjutsu
around and on top of the intended target. The target (Sage Mode) Level, in hit points.
creature must succeed the following;
SAGE ART: HARDENED SENSORY BLOCK
• Strength Saving throw: Taking 13d6 force damage and
being grappled, restrained, and knocked prone on a Sage Art Type: Technique
failed save or half damage and no additional effects on Classification: Senjutsu
a success. A creature can make a Strength Casting Time: 1 Action
(Athletics) or Dexterity (Acrobatics) vs Range: Self (60-foot cube)
your Senjutsu Save DC to end the Duration: Instant
grappled, restrained and prone
conditions. Components: CM, M
Cost: 5 Sage Chakra
• Constitution saving throw: On a Keywords: Ninjutsu, Senjutsu
failed save, they cannot mold Description: You stomp the ground, upheaving
chakra for 1d6+2 of their turns. dust, debris and using Sage Chakra, you create
If the target of this Art has an impenetrable dust cloud that is impossible to see
failed both saving throws, they through. You can mark up to 5 creatures of your choice
must then make the following; within range to not be affected by this Arts effects.
• Intelligence saving throw: You create a dust cloud occupying a 60-foot cube
On a failed save, they centered on yourself. This dust cloud cannot be seen
temporarily become through by chakra sight, truesight, or blindsight as your
unable to cast Arts, Sage Chakra inhibits other creatures extra-sensory
Ninjutsu, or Genjutsu for abilities while within the cloud.
the same duration that they
cannot mold chakra. All creatures, except for yourself, and those you
mark with Sage chakra, within the cloud suffer a -10
penalty to their perception, find it difficult to move as
the area inside the cube is treated as difficult terrain in
which they cannot take the dash action, or gain the
benefit of an increase to their speed, and creatures
jump distances are reduced by half.
Only creatures who have Sage Chakra can see
through and ignore this dust clouds effects.
10
SAGE ART: HELL PORT creature(s) must succeed a Strength (Athletics) or
Dexterity (Acrobatics) vs your Senjutsu save DC, being
Sage Art Type: Technique retrained on a failed save. A Creature restrained in this
Classification: Senjutsu way can use an action to remake their ability check to
Casting Time: 1 Action escape being restrained in this way.
Range: Self
Duration: Instant SAGE ART: LIGHT FANG
Components: M
Cost: 4 Sage Chakra Sage Art Type: Technique
Keywords: Taijutsu, Senjutsu Classification: Senjutsu
Description: You use Sage Chakra to magnify your speed Casting Time: 1 Action
and strength simultaneously. You move at such a speed, Range: Self (60-Foot Cone)
it could be seen as teleportation, tripling your movement Duration: Instant
speed until the end of the current turn. Components: HS, CM
Cost: 9 Sage Chakra
When you would move, you instead teleport to your Keywords: Ninjutsu, Senjutsu
target location. Description: You use Sage Chakra to generate a beam of
light sharp enough to cut through anything. This beam
If you teleport to a space within 5 feet of a hostile moves at the speed of light and is almost impossible to
creature, you may immediately, make a melee Senjutsu dodge. Creatures in front of you, in a 60-foot cone,
attacks. On a hit, you deal your twice your unarmed who’s passive perception is less than 25 must succeed a
damage + 3d12. Dexterity saving throw at Disadvantage. If their passive
perception is 25 or greater, they make the Dexterity
If there are two or more creatures within 5 feet of saving throw normally.
where you teleport, you can choose to make a single
attack against each one. On a failed save, a creature takes 15d10 slashing
damage or half as much on a successful save. If a
You can attack a creature using this art, no more than creature passes the save by 10 or more, they instead take
twice in a single turn. no damage.
Until the end of your turn, the target can be targeted SAGE ART: PACIFICATION OF THE GROUNDS
by Senjutsu with the Finisher keyword regardless of the
range of the Senjutsu with the Finisher keyword has. Sage Art Type: Technique
Classification: Senjutsu
Magnify Art. You can magnify your Sage Art beyond its Casting Time: 1 Action
base power. By increasing its Sage Chakra cost by 2, you Range: Touch (Special)
increase the number of attacks you make by 2. Duration: Special
Components: HS, CM, CS
SAGE ART: INORGANIC REINCARNATION Cost: Special
Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Sage Art Type: Technique Description: You use Sage Chakra and Fuinjutsu to create
Classification: Senjutsu a powerful sealing tag. You place this sealing tag on any
Casting Time: 1 Action surface you can reach. This tag cannot be placed on a
Range: Touch creature.
Duration: Concentration, up to 1 minute
Components: HS, CM, CS Once placed, the sealing tag erects a barrier that varies
Cost: 8 Sage Chakra on its strength based on how much Sage Chakra was
Keywords: Ninjutsu, Fuinjutsu, Senjutsu committed to this Arts casting. Spend Sage Chakra in
Description: You use Sage Chakra to enslave objects with multiples of 5 up to three times. For every 5 Sage Chakra
no life functions such as the earth, water, metals, or spent this way, the Barrier grows in size, strength, and
even sections of wood, giving you the ability to make potency.
drastic alterations to the immediate area. An area in size,
equal to a 100-foot cube, that you touch, gain seemingly 5 Sage Chakra: A barrier is erected from the sealing
sentient movement at your discretion. For the duration tag in a 30-foot radius sphere, centered on the sealing
of this Art, you can do the following as either an Action, tag. This barrier lasts for 10 minutes, even if you exit
Bonus action or Reaction; Sage mode. If the walls of this barrier cuts through a
hostile creatures space, it pushes them to the outside of
• You can raise or lower an area no larger than a 40-foot the wall. If a creature attempt to move through the
cube’s elevation. Alternatively, you can create or fill a barrier without the casters permission, it must make a
trench up to 40 feet long or deep. Charisma Saving throw. On a failed save, it cannot push
through the barrier. Additionally, for the duration, any
• Erect or flatten a wall up to 25 feet tall, 5 feet thick, offensive attack, jutsu or Art cast, that would attempt to
and 15 feet long. pass through your barriers walls, must deal at least 50
damage to penetrate the barrier, otherwise, it cannot
• You can enter any inorganic structure so long as it is extend into or through the barrier.
large enough to hold you and move through it, as you
would through water. You move at half speed while 10 Sage Chakra: As above, but the barriers radius is a
moving through this inorganic structure and you gain 60-foot radius sphere, it lasts for 1 hour even if you exit
25 feet of tremorsense centered on the structure. sage mode, and the barriers wall, as it expands from the
sealing tags space, all creatures of your choice, are
• Make any area of ground in within the cube difficult pushed to the barriers edge, creatures who make a
terrain for your enemies. Charisma Saving throw as a result of this art, makes it at
disadvantage, and finally, any offensive attack, jutsu or
• Have the ground and other inorganic objects within Art cast must deal 100 damage to penetrate the barrier.
the cube attack your enemies. Select up to 5 creature,
each of the target creatures must succeed a Dexterity
saving throw. On a failed save they take 8d8 slashing
damage or half as much on a success.
• Make a patch of ground no larger than a 15-foot cube
soften and malleable as it attempts to swallow your
enemies like quicksand, or soft putty. Affected
11
15 Sage Chakra: This barrier is erected from the attack a single creature, add two additional damage die
sealing tag in a 90-foot radius sphere, centered on the for each construct and reduce the targets Saving throw
sealing tag. This barrier lasts for 24 hours, even if you by -1 instead of making multiple attack rolls.
exit Sage mode. As the barriers walls expands from the
sealing tags space, all creatures of your choice, are Creatures who are targeted by this Art are left with an
pushed to the barriers edge. Creatures cannot pass imprint of your chakra. The next attack made targeting a
through the barriers space without the casters creature targeted by this Art is made at advantage,
permission unless their level is higher than your afterwards, the imprint vanishes
Senjutsu Save DC. Finally, any offensive attack, jutsu or
Art cast, that would attempt to pass through your SAGE ART: SPLITTING GROUND
barriers walls, must deal at least 250 damage to
penetrate the barrier, otherwise, it cannot extend into or Sage Art Type: Technique
through the barrier Classification: Senjutsu
Casting Time: 1 Action
SAGE ART: SAGE’S SABER Range: 5 Feet
Duration: Instant
Sage Art Type: Technique Components: CM, M
Classification: Senjutsu Cost: 6 Sage Chakra
Casting Time: 1 Bonus Action Keywords: Taijutsu, Finisher, Senjutsu
Range: Self Description: You use Sage Chakra to magnify your
Duration: Concentration, up to 1 minute strength to engage in powerful downward kick with
Components: HS, CM, W (Any) enough force to destroy most guards and protections.
Cost: 5 Sage Chakra
Keywords: Bukijutsu, Fuinjutsu, Senjutsu Make a melee Senjutsu attack against a creature
Description: You use Sage Chakra to turn any weapon within range ignoring any bonus to AC as a result of an
into a Sage weapon. You do not need to spend chakra to Art, Jutsu, or Feature.
maintain concentration on this Art.
On a hit, you deal four times your unarmed damage,
For the duration, while using this Sage Weapon, its and all temporary hit points, damage reduction or
Damage die becomes 2d10, and if it’s a melee weapon, it bonuses to AC as a result of an Art or Jutsu immediately
gains the Reach 2 weapon property or if it’s a ranged ends and cannot be regained until the end of your next
weapon it gains the deadly weapon property and you turn.
gain an additional special action(s) which you can take
while using this weapon; If you used this Senjutsu, while being able to target a
creature with a Senjutsu or Taijutsu with the Finisher
Sage Release Wave: As an action, by spending 3 Sage keyword regardless of the range, you instead make the
Chakra while wielding a melee Sage Weapon you swing it attack roll at advantage, and on a hit, you deal 10 times
downward in the direction of your target, releasing a your unarmed damage and launching them into the
violent wave of Sage Chakra. All creatures in a 90-foot ground. If the creature launched into the ground falls 10
cone originating from you must succeed a Dexterity or more feet, increase the falling damage die to a d8 and
saving throw, taking 11d10 force damage on a failed save they take twice the falling damage.
or half as much on a success. Also, structures,
constructs, and terrain take triple damage. Additionally, all temporary hit points, damage
reduction or bonuses to AC as a result of an Art or Jutsu
Sage Release Point: As an action, by spending 3 Sage immediately ends and cannot be regained until the end
Chakra while wielding a ranged Sage Weapon, you target of your next turn.
one creature within that weapons range and fire or
throw your weapon turning it into what looks like a If the target was wearing Armor of any type, they must
shooting star. The target creature, and all creatures in a succeed a constitution saving throw. On a failed save,
10-foot wide, 120-foot-long line must succeed a you destroy their Armor.
Dexterity saving throw. On a failed save, taking 13d8
force damage and half as much on a success. Also, SAGE ART: SPLITTING SKY
structures, constructs and terrain take triple damage.
Sage Art Type: Technique
SAGE ART: SCATTERING RAGE Classification: Senjutsu
Casting Time: 1 Bonus Action
Sage Art Type: Technique Range: 5 Feet
Classification: Senjutsu Duration: Instant
Casting Time: 1 Action Components: CM, M
Range: 90 Feet Cost: 3 Sage Chakra
Duration: Instant Keywords: Taijutsu, Senjutsu
Components: HS, CM Description: You use Sage Chakra to magnify your
Cost: 3 Sage Chakra strength and kick so hard that you can use the air itself
Keywords: Genjutsu, Fuinjutsu, Senjutsu as a step to launch yourself into the air, but not before
Description: You use Sage Chakra to create constructs of you attempt to uppercut and bring your enemy with you.
chakra of your description and personal design. Select up
to a target within range. Make a Ranged Senjutsu attack. Make a melee Senjutsu attack, against a creature
within range ignoring any bonus to AC as a result of an
On a hit, you deal 10d12 Force damage and target Art, Jutsu, or Feature.
creature must succeed a Wisdom Saving throw being
blinded and deafened until the end of their next turn on a On a hit, you deal four times your unarmed damage
failed save. and you launch the target creature 100 feet into the air as
you follow behind them.
You can create up to two additional constructs using
this Sage Art. For each additional construct you create, A creature, other than you, takes falling damage if
you spend 3 Sage Chakra. If you have multiple constructs they are unable to prevent themselves from falling.
Until the end of your turn, the target can be targeted
by Sage Arts or Jutsu with the Finisher keyword
regardless of the range of the Senjutsu with the Finisher
keyword has.
12
SAGE ART: VERITABLE 10,000-ARMED
KAN’ON
Sage Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Full-Turn-Action
Range: Self
Duration: Concentration, up to 1 minute
Components: HS, CM, CS
Cost: 60 Sage Chakra
Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Description: You use Sage Chakra and Fuinjutsu to
Conjure ultimate construct. You manifest a giant statue,
made of either your nature release (If you don’t have a
Nature Release, it is made of Stone) or a representation
of the Sage Tribe you trained under. The size of this
construct is of titanic proportions. The description and
design of it is of your choice. This Sage art can only be
unsummoned by being destroyed, by you ending
concentration, or by its own effects.
This construct has 10,000 hands originating from its
back in countless concentric rows, while its two main
hands, paws, or claws are clasped, as if in prayer.
When summoned, you are place on top of the
constructs head, out of reach of most entities.
The construct has the following Statistics, and acts in
your place on your turn. You cannot act while this
construct is active. It acts on your turn, being able to use
your Action, Bonus action, movement or reaction as you
see fit;
Gargantuan Humanoid Construct Multiattack. Kan’on can attack twice using Fist of Repent or 10,000 hands
Armor Class 21 + (Your Senjutsu (Sage Mode) Level) 10,000 Hands. Melee Weapon Attack: + 20 to hit, Reach 15 ft., one target. Hit:
Hit Points 300 (20d10 + 200) 10d10+ Str Bludgeoning damage
Speed 75 ft.
Open Palm of Respect. Melee Weapon Attack: Self (30-foot radius), Dexterity
STR DEX CON INT WIS CHA Saving throw (DC 25) On a failed save, creatures take 14d6 bludgeoning
32 (+11) 18 (+4) 30 (+10) 1 (-5) 10 (+0) 1 (-5) damage or half as much on a success.
Condition Immunities All Fist of Repent. Melee Weapon Attack: +20 to hit, Reach 15ft., one target. Hit:
Damage Resistances All 3d12 + Str Bludgeoning damage.
Senses Chakra Sight 120ft, Tremorsense 120ft, passive perception 30
Sage Art: Peace (Recharge 11-12). As an action, Kan’on attempts to restrain
Hand of God. Kan’on treats all Demons as vulnerable to all of its attacks. a target and seal away its chakra. Kan’on makes a grapple attempt. On a
success, the target must succeed a constitution saving throw vs your
Sage Tribute. When Kan’on Deals damage, its damage is treated as your Senjutsu Save DC. On a Failed save, their chakra is sealed away, being
Tribes primary damage type (Your interpretation, DM’s Approval) unable to spend chakra. A creature sealed this way cannot spend chakra
until they remake the saving throw as an action once per day, or have an
Critical Defense. Critical hits made against Kan’on count as normal hits S-Rank Fuinjutsu target them to break the seal.
unless you are already bloodied.
Sage Art: War (Recharge 11-12). As a Bonus action, Kan’on attempts to
Immutable Form. Kan’on is immune to any Jutsu or effect that would alter bring the fight to a swift end. Until the end of the turn, melee weapon
your form. attacks Kan’on attempts are at advantage. On a successful hit, Kan’on
adds your proficiency bonus to the damage dealt.
Too Big to Fail. Kan’on uses its summoners Proficiency + Its Strength
Modifier for all saving throws. Sage Art: Blitz (Once per summon). As an action, while Kan’on does not
have the 10,000 arms attached to its back, it enters a state of bliss and
Let Go. As a bonus action, Kan’on Detaches itself from the 10,000 arms on its regret. Kan’on Darts around the battlefield attacking creatures at such a
back. When it does, it cannot use its 10,000 Hands attack any longer and fast pace that most wouldn’t fathom such a large creature moving this
its AC takes a -5 Penalty, but its Multiattack increases to 4 attacks using fast. Roll 1d4 + Your Senjutsu (Sage Mode Level). Kan’on makes a number
Fist of Repent, its speed increases by 25 feet, and it can use Sage Art: Sages of Fist of Repent attacks, adding your Senjutsu (Sage Mode) level to the
Blitz. damage dealt. Once used, Kan’on is unsummoned immediately.
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SENJUTSU (SAGE OF SIX PATHS)
Mysterious Voice:” Oh, so you’ve made it this far? I GAINING THE SAGE OF SIX
thought the cycle of hatred between my two son’s had PATHS SAGE MODE
come to an end. My ignorance and hubris is the cause of
this. I must apologize for thrusting my responsibilities Gaining The Sage of Six paths Sage Mode should be from
upon you. But you are the last one I can depend on. Could
you please, bring an end to this era of hatred and a series of trials in which, players should be aware, that
bloodshed?” this transformation is highly limited. So much so, that it
will vanish exactly 8 hours after receiving it. Once the
Unlocking the power of the Sage of Six paths not Spirit of the Sage of Six Paths, selects the person to give
something one can learn, train, or even strive to do. This this power too, he vanishes, not to be seen again for
power is locked behind the state of the world and decades or even centuries.
whether or not his children’s reincarnations are at war
with each other again. The Sage of Six paths, only shows This level of sage mode can only be gained, if the
himself to those reincarnations when he believes that character attaining it is a 5th level sage. They
they must work together, to achieve a greater goal; temporarily gain a Sixth level of Sage Mode, known as
Defeating the 10-Tails. Defeating the Ōtsutsuki. Brining the the Sage of Six paths Mode.
Eras of War to an end.
When he reveals himself, it is usually only one half of
himself. The half that needs to be seen. He will gift a
Sage his power. But only one in a Generation.
The use of the Sage of Six Paths is a powerful tool, that
can be used for both plot & mechanical relevance. Both
the DM and the Player can benefit from including this
into the narrative. The Sage of Six Paths has been
designed to fit into any story.
The Sage of Six Paths is an End game class mod level
that should come at the end of a campaign, with full
knowledge that without it, the players or the world
would be doomed.
Due to the amount of power The Sage of Six Paths
provides it is not intended to be used by characters who
are below 19th level. Characters who gain this powerful
class mod, should only do so in preparation for the final
battle or battles that are going to take place.
This is not a power that is freely handed out due to the
massive power it grants the user. This is a powerful Class
Mod and should not be handed out unless the final battle
is present as, after gaining this level of Sage mode, it will
vanish very soon after.
The DM has full control over when this appears in the
campaign. There are no boxes to check, or requirements
to meet, outside of the tables plot or design. There is no
planning ahead, or planning for this.
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SAGE OF SIX PATH FEATURES • As an Action, you may;
o Spend 1 Orb: Cast any one Jutsu of your choice,
When you temporarily gain the Sage of Six paths, 6th automatically upcasted to S-Rank, at no
level you gain the following class mod features. additional chakra cost. They always deal the
maximum possible damage.
SAGE OF SIX PATHS MODE o Spend 1 Orb: You manifest the Sword of
Nunoboko. This sword is a large, double-helix
Beginning at 6th level in this class mod, you have tapped shaped sword. Only you have proficiency in this
into the Sage of Six Paths power. His chakra courses weapon. It uses your Six Path Attack Bonus when
through you, and all Sage Chakra in your body becomes making attacks with it. You can make 3 attacks
Six Paths Chakra. This Chakra acts exactly like Sage with this weapon when you take the Attack action
chakra, except you gain a few additional benefits while with it. On a hit, you reduce the targets maximum
you have it. hit point and chakra points by 10d6 + Three times
your Senjutsu (Sage Mode) level.
When you enter Sage Mode, you instead enter Sage of o Spend 2 Orbs: Cast any one Sage Art of your
Six Paths Mode. You gain all the benefits of all features choice, at no additional chakra cost. They always
prior, but also the following; deal the maximum possible damage.
o Spend 2 Orbs: Create two large arms of condensed
• For every 1 Sage of Six paths Chakra, you spend casting black Chakra. These arms are of your design and
any jutsu, or paying the cost of any feature or feat, you shape. They last for the duration of your Sage of
treat the chakra spent as 6 instead of 4. Six Paths Mode. Your unarmed attacks have a
reach of 60 feet, your unarmed damage becomes
• For every 1 Sage of Six paths Chakra, you spend casting 12d8. You can make 3 unarmed attacks when you
any Sage Art: Technique, you treat the Sage Chakra spend take the attack action.
as 3 instead of 1. o Spend 3 Orbs: Create a large bubble surrounding
yourself or a creature you can see within 120 feet
• Sage Arts: Abilities have their cost reduced to 1. of you. They become immune to all damage until
the end of your next turn.
SIX PATH ARTS
• As a Reaction, you may;
You gain access to a very small list of extremely o Spend 1 Orb: Select one creature you can see
powerful, but limited use Arts, known as Six Path Arts. casting a Jutsu or an Art, that does not use Sage
Chakra. Negate it.
These arts fall into one of 3 categories; Abilities, o Spend 2 Orbs: Create a barrier around yourself,
Passives and Techniques. becoming immune to Jutsu, features and Arts,
that don’t use Sage Chakra, until the beginning of
The Six Path Arts you learn define what it means to be your next turn.
a Sage. These Arts can all, only ever be used once.
SIX PATH ARTS
Six Path Arts may require an Attack Roll or Saving
throw. Also, while gaining the benefits of Sage of Six Below are Six Path Arts, listed in Alphabetical order, in
Paths Mode, Jutsu and Sage Arts you cast with Sage of Six separate Sage Art Types, in the following order; Passive,
Paths Chakra are treated as Six Path Arts. If casted this Ability, Technique.
way, using your Six Path attack Bonus and Save DC, they
gain any bonuses that trigger as a result of using Six SIX PATH ARTS: PASSIVE
Path Arts.
You have reached a point of clarity and virtual infinity.
To calculate your Six Path Arts, Save DC and Attack
bonus, do the following; • All Ability Scores becomes 30.
Six Path Art Save DC = 15 + Three times your Senjutsu • You gain Expertise in all Saving throws.
(Sage Mode) level + Proficiency bonus; SIX PATH ARTS: ABILITIES
Six Path Art Attack Bonus = Twice your Proficiency
SENPO: PEERLESSNESS
Bonus + Twice your Senjutsu (Sage Mode) Level;
Sage Art Type: Ability
TRUTH SEEKING ORBS You use your Six Path chakra to ensure victory.
You gain access to powerful, orbs of malleable black Once per turn, when you would cast a Six path Art, you
chakra, which can alter their form and characteristics in may select one creature. They become Vulnerable to your
various ways. Though on the size of a fist, each hides Damage and when they make any saving throws or ability
within it, the power to obliterate an entire forest. checks against you, they roll 4d20, taking worst result.
They cannot gain advantage or disadvantage on the roll.
You gain nine (9) such orbs of power. While not in use, Also, they lose all Immunities and Resistances.
these orbs float behind your back in a circular formation.
You cannot create new orbs once any of them are used, This lasts until the end of your turn and can only be used
spent, or destroyed. once.
While you have at least one orb, you have access to all
Nature Releases. Select 1 Jutsu of each Nature Release
you currently do not have, even ignoring Hijutsu
limitations, temporarily adding them to your known
jutsu list for the duration of your Sage of Six Paths Mode.
While you have at least one Truth Seeking Orb, you can
spend them to complete the following task(s);
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SIX PATH ARTS: TECHNIQUES
SIX PATH ART: FUTURE
Sage Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Action
Range: 10 feet
Duration: Instant
Components: M, CM
Cost: 1 Six Path Chakra
Keywords: Ninjutsu, Taijutsu, Bukijutsu, Senjutsu
Description: You use Six Paths Chakra to generate a
single black rod, in an attempt to stab a creature, you can
see within range. This rod, extends from your palm.
Make a melee Six Path Attack. On a hit the target must
succeed a constitution saving throw. On a failed save,
they turn to dust.
After this arts casting, for the next 7 Days, after this
Arts casting, you progressively grow in age becoming
more fragile. On the Seventh Day, you turn to dust. Your
spirit remains, watching over the world, as the new Sage
of Six paths, watching and waiting to grant the next
savior to grant your powers to.
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