100 YOTON A Chunin male is training in the desert tundra’s, of the land of Earth. The Jonin Exams are quickly approaching and he wants to be absolutely sure he is prepared. He has some of his allies stand ready to assist him in this endeavor. One of his allies draws their Tetsubo and begins to attack with reckless abandon. The Chunin quickly weaves handseals before conjuring a wall of earth blocking his Tetsubo assault. His second sparring partner responds by conjuring a jolt of lightning that the Chunin responds to in kind by conjuring a mote of magma and firing it to clash with the lightning. —Vale Uchiha At Worlds End, Ch. 21 excerpt. BLOOD OF THE EARTH The Yoton Clan is a clan that hails from the land of Earth. A Clan without a clear family name, but one which has produced many of prominent shinobi. This clan has an extreme affinity for earth and fire release, mixing them, and creating the ability to conjure and use Lava as both an offensive and Defensive force. Their power is well respected, with one of their members being chosen as a jinchūriki for the Four-Tails. YOTON TRAITS Ability Score Increase: +2 Int, +1 Con Speed: Your base walking speed is 30 feet. Skill Proficiencies: Nature, Survival Lava Release Affinity: You begin with either Earth or Fire Release Affinity. (Pick one) YOTON FEATURES Lava Techniques: The Yoton Clan has access to a separate list of Jutsu unique to their Clan. You can add these Jutsu to your jutsu list instead of selecting jutsu from the Normal jutsu list(s). They do not need both Nature Releases to use their Clan jutsu. Calcified Skin: Beginning, at 1st level, your molten chakra has reinforced your physical body, making it tougher than most other shinobi of similar capability. While wearing No Armor, Light Armor, or Medium armor, you reduce all incoming Bludgeoning, piercing or slashing damage by -2. Beginning at 11th level, this damage reduction increases to -3. Beginning at 18th level, this damage reduction increases to -5. Churning Magma: Beginning at 3rd level, your chakra has the same density and heat produced by lava itself granting you a slight resiliency to such attacks or damages. When you would take Poison or Fire Damage, you reduce the damage received by your half of your proficiency bonus. This becomes resistance to Poison or Fire damage at 11th level, and at 15th level you gain immunity to either the corroded or burned condition (Pick one). Lava Release: The Yoton has a unique talent for Manifesting Lava Release, due to their close affinity to both Earth and Fire Release. Beginning at 7th level, you gain the second Nature release you didn’t select from Lava Release Affinity. Also, at 7th level, when you would cast a jutsu with either Earth or Fire Release keywords that would deal damage, you can change the damage type to Fire. Also, when you cast a Yoton Hijutsu the form your Lava takes is one of the following types. Select one. When you would affect a creature with a Yoton Hijutsu, you may enhance the jutsu with one of the following abilities. Only 1 ability can be used can be used with a jutsu at a time. At level 11 you can choose a second technique. You can use this ability a number of times equal to your Proficiency bonus per long rest; • Molten Rock: As a part of casting your jutsu, you may increase the damage die size of your next jutsu by 1 step. (D4>D6>D8>D10>D12) • Acidic Mud: A creature who takes damage from or fails a saving throw against a Yoton Hijutsu you cast, they gain 1 rank of corroded. • Quicklime: As a part of casting this jutsu, you may force an affected creature to make a Strength Saving Throw. On a failed save the target creature(s) become Restrained, as they are frozen in place by hardening lava. They can make a Strength saving throw vs your Ninjutsu save DC at the end of each of their turns to end the restrained condition. • Vulcanized Rubber: As a part of casting this jutsu, you conjure a rubber structure large enough to fill a 10-foot cube of your design and description. This structure occupies a space of your choice anywhere in between yourself and your target creature, and can even surround them. It has an AC equal to your Ninjutsu Save DC, and Hit points equal 10 times your proficiency bonus. It provides full cover while on opposing sides. • Malleable Onyx: As a bonus action, when you would cast this jutsu, you may give a willing creature a shield comprised entirely of onyx. The target must be within 10 feet of you and they gain 2d6 + your Proficiency Modifier in temporary hit points and a +1 AC. This increases to 3d6 + Proficiency modifier at 11th and 4d6 + Proficiency modifier at 18th. While a creature has temporary hit points granted by this feature, they also have the bonus to AC. Molten Core: Beginning at 11th level when you would deal fire damage using a Jutsu you cast, you ignore Resistance. Beginning at 18th level, you ignore Immunity.
101 YOTON CLAN JUTSU D-RANK LAVA RELEASE: LAVA STREAM Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: Self (20-foot cone) Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You combine Fire and Earth release chakra in your mouth before releasing a stream of lava in a cone in front of you. All creatures in the radius of this jutsu must make a Dexterity saving throw, taking 3d6 Fire damage and being burned on a failed save. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d6 and in the radius of the jutsu by 10 feet. LAVA RELEASE: LAVA ROCK Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 60 Feet Duration: Instant Components: HS, CM Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release, Clash Description: You combine Fire and Earth release chakra in your palm conjuring a mass of lava, that you launch at a target you can see within range. Make a Ranged Ninjutsu attack, on a hit you deal 3d8 Fire damage. Also, the target creature must succeed a Constitution saving throw being poisoned on a failed save. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d8. LAVA RELEASE: QUICKLIME HARDENING Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 30 Feet Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You gather Lava Release Chakra in your mouth, before spitting out a glob of quicklime at a target. Make a Ranged Ninjutsu Attack against a target you can see within range. On a hit, you deal 3d6 fire damage and the target must make a Constitution saving throw, gaining the slowed condition on a failed save. If a creature slowed by this jutsu is affected by a Ninjutsu with the Water Release Keyword of D-Rank or higher, they must succeed a Strength saving throw, being petrified until the end of their next turn. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and damage by 2d6. LAVA RELEASE: RUBBER DEFENSE Classification: Hijutsu Rank: D-Rank Casting Time: 1 Reaction, which you take when you would take damage. Range: Self Duration: Instant Components: HS, CM Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: The user quickly exudes a protective coating of rubber around them increasing their AC by +3 and gaining 15 Temporary Hit points until the beginning of your next turn. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the Temporary Hit points by 5. C-RANK LAVA RELEASE: RUBBER BALL Classification: Hijutsu Rank: C-Rank Casting Time: 1 Reaction which you take when an ally or object is targeted by an enemy Range: 30 Feet Duration: 1 Round Components: HS, CM Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You quickly spit out a blob of rubber designed to protect your target. The target creature gains 20 Temporary hit points until the beginning of their next turn. If they were targeted by a melee attack, the triggering creature makes a Strength (Athletics) check vs your Ninjutsu save DC, being pushed back 15 feet on a failed check. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost by 3, and the temporary Hit points by 10. LAVA RELEASE: EXPANDING FLAME RINGS Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 30 Feet Duration: Instant Components: HS, CM, W (Shuriken or Chakram) Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Bukijutsu Earth Release, Fire Release Description: You use Lava Release chakra to augment a Shuriken or Chakram that you have turning it into a bright red glowing piece of metal that keeps the shape of the Ninja tool used. You then throw them with extreme force. Make a Ranged Ninjutsu Attack or a Ranged Taijutsu Attack (Whichever is higher, your choice). On a hit, your attack deals your weapons damage + 3d10 Fire damage. All creatures within 10 feet of the original target (excluding you) must succeed a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much on a successful one. If a Shuriken is used for this jutsu, you reduce your ammunition die by 1 step. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the damage by 2d10
102 LAVA RELEASE: RUBBER WALL ENHANCEMENT Classification: Hijutsu Rank: C-Rank Casting Time: 1 Bonus Action Range: 15 Feet Duration: Instant Components: HS, CM Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You slam your hands onto the ground where rubber erupts from the ground directly in front of you. The wall is 15 feet tall, 15 feet wide, and 10 feet thick. The wall is a Structure, with an AC equal to your Ninjutsu save DC, Temporary Hit Points equal to 5d8+10, and resistance to Piercing and slashing damage, with Immunity to Bludgeoning damage. If this wall is anchored to another structure, such as a wall or tree it gains additional Temporary Hit points equal to twice your Ninjutsu ability modifier. Alternatively, you can cast this jutsu targeting an already active or standing structure or construct. When you do, the target gains 2d8 +10 temporary hit points. While the target has temporary hit points as a result of this jutsu, it has resistance to piercing and slashing damage, immunity to bludgeoning damage and loses any vulnerability to lighting damage (If it has it.) At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the temporary hit points by 1d8+5. B-RANK LAVA RELEASE: LAVA CHAKRA MODE Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Self Duration: Concentration, up to 1 minute Components: HS, CM Cost: 14 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You coat your body in Lava Release Chakra, gaining a multitude of benefits. You cannot lose concentration on this jutsu as a result of damage; • All creatures within 5 feet of your takes fire damage equal to your Ninjutsu ability modifier (Min 1.) at the end of your turn. • Your body is counted as an Earthen Construct for the purposes of Jutsu that interacts with constructs. • Your unarmed damage becomes 2d6 fire damage. • You gain a +2 Bonus to AC. • A creature making a melee attack targeting you, takes fire damage equal to your level. (Once per turn). • When you would cast a Yoton Clan Hijutsu, while you are gaining this Jutsu's benefits, increase the damage die of that Jutsu by 1 Step. (D4>D6>D8>D10>D12). • When you would create difficult terrain using a Jutsu with the Earth Release keyword, spaces of your choice within the area of difficult terrain become filled with pools of lava. Creatures who begin their turns in this lava take 2d10 fire damage. • When you would create an area of effect using a Jutsu with only the Fire Release keyword, the affected space becomes superheated with molten stone. Creatures who begin their turn in this area gain 2 ranks of the burned condition. • You gain Vulnerability to Cold Damage. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, Your AC Bonus by +1, Your Unarmed damage by 1d6, and radius of creatures that take fire damage at the end of your turn by 5 feet. LAVA RELEASE: SCORCHING STREAM ROCK Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Self (60 Feet Line) Duration: Instant Components: HS, CM Cost: 14 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You coat your hand in Lava release chakra as you punch forward creating a super-heated shockwave with enough heat to melt rock. All Creatures and structures in a 60 feet long, 5 feet wide line directly in front of you must succeed a Dexterity saving throw taking 6d8 fire damage on a failed save and gaining the burned and corroded condition. On a successful save, you instead deal half damage. All Structures that are destroyed by this jutsu melt becoming a molting pool of fluid that acts like Lava. Its space becomes difficult terrain. A creature that attempts to move through the affected space takes 2d10 fire damage and gains the burned and corroded conditions. At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of the jutsu by 3, and damage by 2d8. A-RANK LAVA RELEASE: PLANET-BRANDING BLAST Classification: Hijutsu Rank: A-Rank Casting Time: 1 Action Range: Self (45-Foot Cube) Duration: Instant Components: HS, CM Cost: 20 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You Punch the ground and conjure an eruption of Lava and Magma enough to fill a 45-foot cube originating from you. All creatures in range, must succeed a Dexterity saving throw taking 10d10 fire damage on a failed save and half as much on a successful save. Additionally, all creatures must also make a Constitution saving throw, being burned and corroded on a failed save and no additional effects on a successful save. At Higher Ranks: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3, Damage by 3d10, and the radius size by 20 feet.
103 YUKI CLAN A masked shinobi stalks a group of Shinobi. They get pretty far before they settle in for a rest. While resting the shinobi sense that something is off before they attempt to perform evasive maneuvers. Ice erupts from the ground creating ground spikes that point upward, skewing a few of the wandering shinobi. It doesn’t take long before the Masked shinobi confronts the panicking group. “You have wronged the Village hidden in the Mist. You have stolen more than a fair share of village secrets and by order of Lady Mizukage, you have been sentenced to death.” The words come out cold, and unfeeling. Sharp and dry at the same time. The shinobi realizes the risk in dealing with a Member of the Yuki Clan, but they know that if they do nothing, it’s already over. So, they draw their weapons and move in to confront this foe. The Yuki behind the mask smirks before all falls below subzero in the immediate area. —Tatsunami Aburame, The Long Road, Ch. 16 excerpt. COLD TO THE BONE The Yuki Clan is a family of shinobi found in the Land of Water. They were almost wiped out due to a massive Kekkei Genkai revolt held in the country. Many died, and because of this their bloodline splintered. They no longer share a common family name, and are generally known as a family that in combat are nigh unbeatable. YUKI TRAITS Ability Score Increase: +2 Dex or Int, +1 Int or Cha (Int cannot be chosen as the +1 ASI, if it was chosen for the +2 ASI.) Speed: Your base walking speed is 30 feet. Skill Proficiencies: Chakra Control, Ninshou Ice Release Affinity: You begin with either Wind or Water Release Affinity. (Pick one) YUKI FEATURES Ice Techniques: The Yuki Clan have access to a separate list of Jutsu unique to their Clan. You can add these Jutsu to your jutsu list instead of selecting jutsu from the Normal jutsu list(s). They do not need any Nature Release to use their Clan jutsu. Chilled Body: Beginning at 1st level you have a high resistance to cold weather and find it rather inviting. You are Resistant to cold damage. 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 Cold Damage. Frigid Cold: Beginning at 3rd level, your ability to produce a combination of Wind and Water release takes shape. Whenever you would attempt to water walk, you can choose to freeze the surface of the water you are standing on creating a 5 by 5 patch of ice. This frozen surface counts as difficult terrain for other creatures, but not for you and can be converted back to whatever liquid it was prior when you would cast a jutsu with the water release keyword that can gain additional benefits from being near a sufficient source of water. Beginning at 7th level, your frigid Chakra begins to affect you and your enemies in chilling ways. Your body can no longer be detected by heat sensing methods, and creatures whom have at least two ranks of the chilled condition as a result of your Ice Release clan feature, finds it difficult to form coherent hand seals. If they would cast a Jutsu that requires handseals, they must make a Constitution saving throw vs your Ninjutsu save DC. On a failed save, they are unable to form coherent handseals, until the end of its turn. Ice Release: The Yuki clan has a unique talent for manifesting Ice Release due to their close affinity to both Water and Wind Release. Beginning at 7th level, you gain the second Nature release you didn’t select from Ice Release Affinity clan trait. Also, at 7th level, when casting a jutsu with either Wind or Water Release keywords, you can change the damage type to Cold. Whenever you would deal cold damage, deal an additional damage equal to Proficiency. Additionally, each time you would deal damage to a creature with a Yuki Clan Hijutsu, they must make a Constitution saving throw vs your Ninjutsu save DC or when a creature would fail a saving throw against a Yuki Clan Hijutsu, they gain 1 rank of Chilled for the next minute. A creature can only gain 1 rank of Chilled per turn as a result of this feature. Beginning at 15th level, creatures who have ranks of chilled as a result of this feature, have the maximum ranks of Chilled they can have, increased to 10. Finally, a creature who has 5 ranks of chilled as a result of this feature or a Yuki Clan jutsu you cast, is frozen solid, gaining the petrified condition for the next hour. A creature petrified in this way can have the condition ended early, if they would take fire damage from an effect or Jutsu of at least A-Rank or higher, or from a creature whom is of equal level or higher than you.
104 YUKI CLAN JUTSU D-RANK ICE DAGGERS Classification: Hijutsu Rank: D-Rank Casting Time: 1 Action Range: 30 feet Duration: Instant Components: HS, CM Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: You collect water particles from the air itself and freeze them into daggers made of ice, before you throw them at a target creature. Make a Ranged Ninjutsu attack dealing 4d4 Cold Damage. Also, all creatures (except you) within 10 feet of the target must succeed a Dexterity saving throw, taking 2d8 piercing damage on a failed save or half as much on a success as the ice dagger splinters firing in all directions. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage by 2d4 & 2d8 ICE PRISON Classification: Hijutsu Rank: D-Rank Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 10 minutes Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: You release a stream of jagged Ice crystals forward before they explode upward into a mist and resolidify over a creature freezing them in place. Select one target creature in range. Target creature makes a Dexterity save being stunned, gaining a rank of Chilled for the next minute and being encased in ice on a failed save. An affected creature, while inside the ice, becomes deaf. The ice surrounding the creature has an AC equal to your Ninjutsu save DC and has 10 Hit points before it shatters. Any excess damage is dealt to the target creature. The target creature on its turn, makes a Strength (Athletics) Check to break out of the ice at the end of its turns. ICE DOME OF NOTHINGNESS Classification: Hijutsu Rank: D-Rank Casting Time: 1 Reaction, which you take when you would take damage. Range: Self (5-foot radius) Duration: 1 round Components: HS, CM Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: You quickly materialize a dome of ice protecting yourself and creatures within 5 feet of you. The dome of Ice intercepts all attacks until the start of your next turn absorbing the damage until it shatters. Any excess damage is transferred to you. The dome has an AC equal to your Ninjutsu Save DC and 25 Hit points. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the Domes Hit points by 10 ICE NEEDLE Classification: Hijutsu Rank: D-Rank Casting Time: 1 Bonus Action Range: Self Duration: Concentration, up to 1 minute Components: HS, CM Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Bukijutsu, Water Release, Wind Release Description: You Conjure water into the shape of a thin sword like construct in your free hand. You do not spend chakra to maintain concentration on this jutsu. The blade is 5 feet long, the handle is 1 foot long. The design of the blade can be whatever you decide. If you let go of the blade it disperses into water again. You can use your action to make a Melee Ninjutsu or Taijutsu attack with the Ice Sword. On a hit, the target takes 2d10+Ninjutsu Ability Modifier cold damage. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this jutsu is cast at C-Rank, increase the damage by 1d10. If this jutsu is cast at B-Rank, increase the number of attacks you can make with this weapon to two. If this jutsu is cast at SRank, increase the number of attacks you can make with this weapon to three. C-RANK: CERTAIN-KILL ICE SPEARS Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: Self (10-foot radius sphere) Duration: Instant Components: HS, CM Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: You slam your palms onto the ground instantly freezing the air around you creating spears of ice impaling everything around you, making the area this jutsu was casted in as difficult terrain. Creatures in this jutsu radius, excluding yourself, must succeed a Dexterity saving throw, taking 3d10 Cold damage or half as much on a successful save. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the damage by 2d10. FROZEN CAPTURING FIELD Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: self (30 feet radius cube) Duration: Concentration, Up to 1 Minute Components: HS, CM Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: The ground erupts outward from you covering a 30-foot radius across the ground freezing the feet of creatures in range. Creatures in range must succeed a Dexterity saving throw, being Restrained and gaining a rank of chilled on a failed save. Creatures captured in this jutsu can make strength saving throw as an action on their turn to escape this jutsu. Creatures who enter the area of this jutsu must make a Dexterity (Acrobatics) ability check to avoid falling prone on the slippery surface of the ice. The Ice remains until melted or 1 hour has passed.
105 TEN THOUSAND ICE PETALS Classification: Hijutsu Rank: C-Rank Casting Time: 1 Action Range: 60 feet Duration: Instant Components: HS, CM Cost: 8 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: You freeze water and air in front of you while launching it forwards creating an innumerable onslaught of ice daggers that tears through everything in a 60-foot line that’s 10 feet wide. Creatures in the line must succeed a Dexterity save taking 4d8 cold damage on a failure and half as much on a success. This jutsu deals double damage to structures and objects in its path. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the damage by 2d8. B-RANK: TEARING DRAGON, FIERCE TIGER Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: 90 feet Duration: Instant Components: HS, CM Cost: 14 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: You conjure a large Tiger or dragon made of snow or ice you make. Upon casting this jutsu choose which creature you summon which determines how the Jutsu works and its range and effect radius. • Tiger: The Tiger forms and begins to rush at a target creature. If there is any water or Water Release Jutsu in between you and the target creature, it immediately freezes, ending the jutsu. Creatures submerged within water or gaining the benefits of a water release jutsu with a range of Self or Touch must succeed a Dexterity save, gaining 2 ranks of chilled on a failed save. Upon reaching the target, the Ice Tiger then explodes firing ice shards in a 30-foot radius centering on the target. All creatures in the radius must succeed a Dexterity saving throw taking 12d4 Cold damage and gaining 1 rank of Chilled on a failed save or half as much damage and no further effects on a successful save. • Dragon: The Dragon forms and begins to rush at a target creature. If there is any water or Water Release Jutsu in between you and the target creature, it immediately freezes, ending the jutsu. Creatures submerged within water or gaining the benefits of a water release jutsu with a range of Self or Touch must succeed a Dexterity save gaining 2 ranks of chilled on a failed save. Upon reaching the target, the dragon slams into the target creature. Creatures in a 90-foot long, 10-foot-wide line, originating from you, must succeed a Strength saving throw taking 8d6 cold damage, gaining 1 rank of chilled and are push back 10 feet on a failed save or half as much damage and no further effects on a successful save. TWIN DRAGON WHIRLWIND Classification: Hijutsu Rank: B-Rank Casting Time: 1 Action Range: Self (10-Feet) Duration: Concentration, Up to 1 Minute Components: HS, CM Cost: 12 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: You freeze the air around you and swirl it creating a localized ice storm. For the duration you become heavily obscured to ranged attacks and ranged attacks are made at disadvantage. Creatures who enter the radius of your whirlwind without face covers or Eye protectors must succeed a Constitution saving throw, being blinded by the strong winds and ice shards slicing at their eyes for the duration or unless they leave the storm. A-RANK: DEMONIC ICE MIRRORS Classification: Hijutsu Rank: A-Rank Casting Time: 1 Action Range: Self (20-foot radius Sphere) Duration: Concentration, up to 1 minute Components: HS, CM Cost: 20 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: You create a dome of Chakra enhanced reflective Ice mirrors. This dome encompasses a 45-foot spherical radius and the enhanced mirrors line the radius of the dome. Each mirror is 3 feet wide and 7 feet tall. Upon manifestation you create enough mirrors to occupy the outside radius of the sphere leaving about 2 feet of space between each mirror on each side. You meld inside one of the Ice mirrors and gain the ability to teleport to any other ice mirror within this jutsu’s radius, by spending 5 feet of movement. While inside of your Demonic Ice mirrors you are nearly imperceptible, as your ice mirrors make perfect duplicates of yourself reflect on their surface. While in your ice mirrors, creatures are unaware of your location. Each time you make an attack, or use your movement to teleport, each creature within the dome can make a perception check against your Ninjutsu Save DC at disadvantage, to find your location. Creatures with Chakra Sight instead make this check at advantage. You can as an action make a single Ninjutsu attack, targeting all creatures within the radius of the Ice mirrors at once dealing 5d8 cold damage to all creatures. As a Reaction to creatures attempting to move more than 10 feet while inside the radius of the mirrors you make a Ninjutsu attack dealing 4d6 cold damage to the target creature, reducing their movement speed to 0. While inside of your Demonic Ice mirrors you gain a +5 Bonus to AC and have advantage on Dexterity saving throws. Creatures inside the radius of your jutsu can move freely throughout the radius of it. A creature who wishes to leave the radius can make a Dexterity save attempting to squeeze through your mirror.
106 CLAN FEATS BLOODLINE, LATENT Category: Clan Prerequisite: Level 4+ You have the blood of a famous clan, granting you fleeting usage of their secret techniques. You gain the following Benefits: • Select any one clan except your current clan and nonclan. • You gain access to the clans Jutsu list up to C-Rank Jutsu. • You gain latent clan features as shown on the Bloodline chart. • This feature does not allow you to take Features with a Prerequisite of your selected Clan. BLOODLINE, REALIZED Category: Clan Prerequisite: Bloodline, Latent, Level 12+ You have the Blood of a Famous Clan, and continued use of it begins to grant you an evolving usage of their secret Techniques and access to more of their bloodline traits. You gain the following Benefits: • You gain access to the clans Jutsu list up to A-Rank Jutsu. • You gain Realized clan features as shown on the Bloodline chart. • This feat allows you to take other feats with a Prerequisite of your selected Clan. ABURAME HIVE MINDED Category: Clan Prerequisite: Aburame Clan Your Insects treat you and your body as a Hive, It's Queen, and its Army. You gain the following Benefits; • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • When you would make a check to maintain concentration on an Aburame Clan Jutsu, you may instead make an Intelligence (Chakra Control) check. • You can use your Bug Host feature a Number of times equal to your Proficiency Bonus per long rest. • When you would make an Intelligence or Wisdom saving throw to resist the effects of a Genjutsu, you may use the bonus provided by your Bug Host feature for these saving throws. INSECT NEST INTEGRITY Category: Clan Prerequisite: Aburame Clan You learn to utilize the hive mind integrity of your insects to cast and maintain Ninjutsu, you gain the following benefits: • Increase your Wisdom score by 1, to a maximum of 20. • You can use your Wisdom Modifier for Aburame Jutsu, Attack modifiers and save DC's. • You learn one additional Aburame Clan Jutsu that you qualify for. • You can learn and Create Aburame Clan jutsu in half the time. • SYMBIOTIC INSECTS Category: Clan Prerequisite: Aburame Clan, Level 8+ You provide more than just a home for your insects to thrive, and they provide more than just combat utility. You gain the following benefits; • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • When you would cast an Aburame Clan Jutsu you may instead spend Hit Points to pay the jutsu's chakra cost. • When you cast Aburame clan jutsu and lose hit points in the same turn, the next Aburame clan jutsu you cast can be treated as if it was upcasted twice, ignoring rank limitations. You can use this feature once per short rest. AKIMICHI FOOD BORN HARDINESS Category: Clan Prerequisite: Akimichi You learn to store more calories in your fat, you gain the following benefits: • Increase your Constitution score by 1, to a Maximum of 20. • Increase your Calorie count by your character level. Increase your calorie count by an additional +1 every level thereafter. IMPROVED FAT CONVERSION Category: Clan Prerequisite: Akimichi Clan, Level 8+ You have learned to better convert your Calories to provide bigger benefits. You gain the following Benefits; • Increase your Strength or Constitution score by 1, to a maximum of 20. • Whenever you would gain the benefits of your Fat Conversion Feature, you instead can convert 1 Calorie into 3 Chakra. • Akimichi Clan Jutsu you cast using Calories, have their calorie cost reduced by 1. IRON GUT Category: Clan Prerequisite: Akimichi Clan, Level 4+ You have undergone rigorous training to condition your body to absorb nutrition from anything. You gain the following benefits; • When you would eat a consumable, such as a Blood Pill, Military Ration Pill, or any other ingestible consumable item, you regain calories equal to 1d4. You can regain calories this way twice per long rest. • You have resistance to the Poisoned Condition, and you reduce envenomed damage by 1 step (D6>D4) • You gain advantage on Ability checks and Saving throws to resist environmental Hazards & Conditions.
107 BAKUTON AUGMENTED EXPLOSIVES [CHANGED] Category: Clan Prerequisite: Bakuton Clan, Level 4+ The destructive potential of your explosions have increased significantly. You gain the following Benefits; • Increase your Constitution score by 1, to a maximum of 20. • When you would spend a Shrapnel Die, when you would roll a 6 or higher on the die, you, regain 1 Shrapnel die. • You gain 2 additional shrapnel die. ART IS AN EXPLOSION! [CHANGED] Category: Clan Prerequisite: Bakuton Clan, Level 4+ You have learned to feed into both forms of art. You gain the following Benefits; • Increase your Constitution or Intelligence score by 1, to a maximum of 20. • You gain the second Style that you did not pick at 1st level, gaining access to all of that Styles Hijutsu. • Your shrapnel die becomes a D10. DETONATOR’S GAMBIT Category: Clan Prerequisite: Bakuton Clan, Level 12+ When something explodes, you just can’t contain yourself. You find that all explosions push you ever closer to ecstasy. You gain the following Benefits; • When you roll a Shrapnel die, you reroll all 1’s and 2’s and 3’s. You have to use the new roll. • Whenever you roll the maximum damage on a shrapnel die or a Bakuton Clan Hijutsu damage die add +1 Force damage to the total damage dealt. • When you would cast Explosion Release: Tower of the Sun, you instead do leave behind a corpse. If you are revived after casting this jutsu, you are unable to cast Bakuton Clan Hijutsu of B-Rank or Higher, ever again. FUMA LETHAL ACCURACY Category: Clan Prerequisite: Fuma Clan, Level 12+ Your ability to never miss has become stuff of legends that even other Fuma’s gossip about. You gain the following Benefits; • Increase your Dexterity or Wisdom score by 1, to a maximum of 20. • Increase the damage of all ranged weapons by 1 damage die. • For the first ranged attack roll you make in combat, if you would roll less than a 10, you threat the roll as if you rolled a 10. • For the first ranged weapon damage roll you make in combat, if you did not score a critical hit, you treat the damage roll as maximum damage. • As a reaction on your turn, you may call your next shot. Select one creature whom you can see within range for any of your ranged weapon attacks or ranged taijutsu attacks. The first ranged weapon attack or ranged taijutsu attack that you make, if it hits the targeted creature, it is treated as a critical hit. You may do this a number of times equal to your Proficiency bonus per long rest. RANGED ARTILLERY Category: Clan Prerequisite: Fuma Clan, Level 4+ You have expanded your mastery of Throwing weapons to also include other forms of ranged combat. You gain the following Benefits; • Increase your Dexterity or Wisdom score by 1, to a maximum of 20. • All Ranged Weapons gain the benefit of your Immaculate Precision clan feature, also add the bonus to their attack rolls. • Fuma Clan Hijutsu you cast gain the benefit of your Immaculate Precision clan feature. • When you deal damage with a ranged weapon or Bukijutsu, reroll all 1’s and 2’s taking the second result. FUTTON BROILING BODY Category: Clan Prerequisite: Futton Clan, level 4+ Your chakra has a hard time not melting everything around you from how hot it can get. You gain the following Benefits; • Increase your Strength score by 1, to a maximum of 20. • When you would use your Boiling Body feature to increase your Strength or Dexterity score, you also increase the number of damage die dealt with attacks that use the boosted ability score by 1, for every 2 boil points spent, for the duration of the ability score boost. BROILING MIND Category: Clan Prerequisite: Futton Clan, level 4+ Your chakra has a hard time not melting everything around you from how hot it can get. You gain the following Benefits; • Increase your Intelligence score by 1, to a maximum of 20. • When you would use your Boiling Mind feature to deal additional Acid damage, increase the features bonus damage die by 1 step. (D4>D6>D8>D10) BROILING DETERMINATION Category: Clan Prerequisite: Futton Clan, level 4+ Your chakra has a hard time not melting everything around you from how hot it can get. You gain the following Benefits; • Increase your Strength or Intelligence score by 1, to a maximum of 20. • When you would use your Boiling Determination feature to increase your jutsu’s damage die by 1, you also increase the damage die by 1 step. You can use this effect twice per rest. BROILING RECHARGE Category: Clan Prerequisite: Futton Clan, level 8+ You can boil, boil, and boil, and never run out of steam. You gain the following Benefits; • Increase your Strength or Intelligence score by 1, to a maximum of 20. • You gain an additional +2 Boil points. • As an Action, you can convert your chakra into boil points. For every 10 chakra you spend, you generate 1 Boil Point. You cannot have more than your maximum number of Boil Points using this feature.
108 BROILING RAGE Category: Clan Prerequisite: Futton Clan, level 12+ You chakra is constantly bubbling and seems to never have a limit. You gain the following Benefits; • You gain resistance to Acid and Fire damage. • If you would deal damage to a creature with ranks of Corroded, they suffer damage from each rank of corroded as if it began its turn. • When you would cast a Futton clan Hijutsu, you can spend a bonus action, to gain temporary hit points equal to the cost of the jutsu spent. These Temporary Hit points last until the start of your next turn. HATAKE LIGHTNING ROD Category: Clan Prerequisite: Hatake Clan You learn to retain some of the chakra spent, converting and molding it into white chakra. You gain the following benefits; • Increase your Intelligence or Charisma score by 1, to a maximum of 20. • When you would cast a Jutsu with the Lightning Release Keyword with your normal chakra points, you may spend a bonus action to regain White chakra equal to the half original chakra spent (Rounded down). You can use this feature twice per long rest. White Chakra gained this way cannot surpass your maximum white Chakra available. • When you would take lightning damage, you can, as a reaction, forcefully convert half of the damage taken into White Chakra. You can use this feature once per long rest. LIGHTNING TAMER Category: Clan Prerequisite: Hatake Clan, Level 4+ Your ability to gauge the speed and trajectory of Lightning while also reacting to these movements is unmatched. You gain the following benefits; • Increase your Dexterity score by 1, to a maximum of 20. • When you cast a Ninjutsu with the Lightning Release Keyword, your movement is doubled until the end of your turn. • When you would make a Dexterity saving throw, you may, as a reaction, enhance your agility by using lightning release, making that Dexterity Save at advantage and granting yourself Resistance to Earth Damage until the end of that turn. • When you would be targeted by a jutsu with the lightning release keyword or cast a Jutsu with a range of Self with the Lightning Release keyword, you may, as a reaction, increase your AC by Half your Proficiency Bonus (rounded down) until the beginning of your next turn. WHITE CHAKRA SURGE Category: Clan Prerequisite: Hatake Clan, Level 4+ You have begun to master your White chakra, increasing your potential with Lightning Release Techniques, gaining the following benefits: • Increase your Intelligence or Charisma score by 1, to a maximum of 20. • You gain additional White chakra equal to your character level. You gain an additional +1 white chakra every level after you gain this feat. HEBI APEX HERITAGE Category: Clan Prerequisite: Hebi Clan, Level 4+ You consumed the knowledge passed down by your ancestors about the truth of your blood right. You gain the following benefits; • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20. • Your tremor sense range is increased to 45 feet. • Your Regeneration class feature now costs 3 Chakra instead of 5. • Weapons you have that deal poison damage, deal an additional 1d4 poison damage. • When you deal poison damage to a creature, until the beginning of their next turn they cannot regain hit points. SERPENTINE AFFINITY Category: Clan Prerequisite: Hebi Clan, Level 4+ You have mastered the art of converting Ninjutsu of certain Nature Affinities into that of Poison all the while, making your weapon attacks more potent. You gain the following benefits; • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20. • Ninjutsu you cast with any Nature Release Affinity now deals poison damage alongside its normal damage. Half of your damage Is always considered Poison. • Bukijutsu you cast using a weapon under the effects of your Poison Potency clan feature, now always count as their original damage type for the purpose of Bukijutsu components. SERPENTINE ALLY Category: Clan Prerequisite: Hebi Clan, Level 4+ You have found an ally in a serpent gifted to you from your clan, or one that you've found on your adventures. You gain the following Benefits; • You gain a Nin-Snake pet. This pet uses the statistics of a D-Rank Snake Summon and can be either Small or Medium (Your Choice) • This Nin-Snake pet is always counted as Half your Level for figuring hit Points & chakra points as well as hit & Chakra die. This Snake gains ASI's at the same time you do, gaining +4 points to be distributed to any ability score up to a maximum of 20. • This Nin-Snake pet knows a maximum of 4 Jutsu of your choice, that follow your Maximum rank known limitations and the Snake Jutsu Specialty Feature. When you would gain a level, you can switch your snakes jutsu Known. Additionally, you can teach your snake new jutsu by spending 15 weeks of Downtime. • If your pet Snake dies. You can perform a 1-week ritual to revive, replace, or find another one. This new Snake has the same statistics as the one that died.
109 HOSHIGAKI APEX BERSERKER Category: Clan Prerequisite: Hoshigaki Clan, Level 8+ You have learned to tap into this bestial ferociousness within you. You gain the following Benefits; • Increase your Strength or Constitution score by 1, to a maximum of 20. • While you are gaining the benefits of Shark Skinned Predator, you can make your Bite attack as a Bonus action. • While you are gaining the benefits of Shark Skinned Predator, you are immune to the Fear and Charmed Conditions. • While you are gaining the benefits of Shark Skinned Predator, you have advantage with Bite attacks against bleeding targets. • While you are gaining the benefits of Shark Skinned Predator, creatures who make contested grapple checks against you, make their checks at disadvantage. STEEL TEETH Category: Clan Prerequisite: Hoshigaki Clan Your Body has begun to adapt to deep sea exploration and the hunt. Your teeth grow sharper and more serrated. You gain the following Benefits; • Increase your Strength or Constitution score by 1, to a maximum of 20. • When you make a Bite attack against a creature within range you may make an additional bite attack as a part of the same action. You may do this once per round. • When you deal 15 or more damage with a single bite attack, the target gains one rank of bleeding. HOZUKI GO WITH THE FLOW Category: Clan Prerequisite: Hozuki Clan You've adapted more to using water jutsu, making yourself better at manipulating your own water. You gain the following Benefits; • Increase your Intelligence or Constitution score by 1, to a maximum of 20. • You gain a swimming speed equal to your movement speed. • You can concentrate on a Third jutsu, but all jutsu you are concentrating on must have the water release keyword. HYDROFICATION EXPERT Category: Clan Prerequisite: Hozuki Clan, Level 12+ You adapted more to using water jutsu, making yourself better at manipulating your own water. You gain the following Benefits; • Increase your Strength or Constitution score by 1, to a maximum of 20. • Ninjutsu, you cast with the Water Release Keyword and no other Nature Release Keyword, can use your Constitution Modifier for attack and damage rolls and Save DC calculation. • Your other Hijutsu gain the benefits of you Hydrofication even when you are not concentrating on it. HYŪGA BRANCH FAMILY TRAINING Category: Clan Prerequisite: Hyūga Clan You train with members of the other branch of your clan, you gain the following benefits: • Increase your Dexterity or Wisdom score by 1, to a Maximum of 20. • You can learn Jutsu from the Opposite Branch. If you are a main branch, you can learn side branch Hyūga Jutsu. If you are a side branch you can learn main branch Hyūga Jutsu. • You learn one additional Hyūga clan Hijutsu that you qualify for. • You can create and learn Hyūga clan Hijutsu in half the required time. EFFICIENT BYAKUGAN Category: Clan Prerequisite: Hyūga Clan, Level 4+ You have found a way to Reduce the strain the Byakugan has on you. You gain the following benefits; • Increase your Dexterity or Wisdom score by 1, to a maximum of 20. • Reduce the cost of activating Byakugan and associated features of the Byakugan by half. • Your Byakugan can now tell when a creature is under the effect of a Ninjutsu, Taijutsu, or Genjutsu, and when they are Concentrating on a Jutsu or feature that costs chakra of any type. PRECISE STRIKES Category: Clan Prerequisite: Hyūga Clan, Level 8+ You have learned to use your Gentle fist in conjunction with your Byakugan far more accurately than others of similar level. You gain the following benefits; • Increase your Dexterity or Wisdom score by 1, to a maximum of 20. • You may use your Wisdom instead of Strength or Dexterity for Attack and Damage rolls of Your Gentle Fist Stance. • You may use your Wisdom instead of Strength or Dexterity for your Taijutsu Ability Modifier for calculating Your Taijutsu attack bonus or Save DC of Hyūga Clan Taijutsu. • When you would use a Hyūga Taijutsu that deals damage, or reduces damage, you now add your Wisdom modifier to the result.
110 INUZUKA NIN-DOG TRAINING Category: Clan Prerequisite: Inuzuka Clan You Train with your Nin-Dog enhancing its potential and allowing it to last longer in a fight, you gain the following benefits: • Increase Your Strength or Wisdom score by 1, to a Maximum of 20. • Increase your Nin-Dogs ability score of your choice by 1, to a maximum of 20. • Your Nin-Dog's Hit Point and Chakra Point maximum increases by Twice your level. • Your Nin-Dog can learn 1 Inuzuka Clan Hijutsu that you qualify for, without you needing to know it • Whenever you gain a level thereafter, its hit points and chakra point maximum increases by an additional 2. SPECIALIZED TRAINING Category: Clan Prerequisite: Inuzuka Clan Your Nin-Dog has gone through intense training with the clan, returning to you to show you the results; • Increase both your own and your Nin-Dog’s Strength or Dexterity score by 1, to a maximum of 20. • Your Nin-Dog gains a feat. This feat must be from the General, Chakra, Critical, or Taijutsu category (Except Fighting Stylist and Taijutsu Archivist) • Your Nin-Dog gains any one, Nature Release Affinity you have, and learns 1 Jutsu of C-Rank or lower with this Nature Release Keyword, ignoring the Hand Seal (HS) Components. This jutsu cannot have the Fuinjutsu Keyword or the Chakra Seal (CS) Component. You can switch this jutsu over 1 week of downtime. WEAPONIZED NIN-DOG Category: Clan Prerequisite: Inuzuka Clan Your nin-dog has passed specialized training that allows them to use conventional weaponry. They gain the following benefits. • Increase both your own and your Nin-Dog’s Strength or Dexterity score by 1, to a maximum of 20. • Your nin-dog gains proficiency in simple and martial weapons, in addition, his mouth count as a hand for the purpose of holding weapons, A nin-dog can't use his bite attack while holding a weapon this way. • Your nin-dog learns up to two Bukijutsu following your Maximum rank known limitations. You and your dog can spend 1 week of Downtime switching these jutsu with another. • You can teach your Nin-Dog new bukijutsu this way, by spending 5 weeks of downtime with them. JITON IRON POISONING Category: Clan Prerequisite: Jiton Clan, Level 8+ You have learned to imbue deadly poison within your jutsu. You gain the following Benefits • Increase your Constitution or Intelligence score by 1, to a maximum of 20. • When you cast a jutsu with either the Earth or Wind release keywords, you can change the damage type to poison, and increase the damage die by 1 step (to a maximum of d12). • When you deal poison damage, you can force the target to make a Constitution saving throw vs your Ninjutsu Save DC, becoming poisoned for 1 minute on a failed save. You can use this feature a number of times equal to your Ninjutsu ability modifier per long rest. MAGNETIC REACH Category: Clan Prerequisite: Jiton Clan You learn to use your Dust to fight with weapons as if you were the one wielding them. You gain the following Benefits; • Increase your Constitution or Intelligence score by 1, to a maximum of 20. • You learn the Chakra hands E-Rank Ninjutsu if you don’t already know it. When you cast it, it becomes invisible. • If you already know this jutsu, its range increase by 30 feet. This hand can as an action move and attack with a weapon you are proficient with, so long as that weapon has the Light quality. • When you take the attack action, you can use the Chakra hands weapon as a part of the action making your attack as if you were in its space. MAGNETIC PULL Category: Clan Prerequisite: Jiton Clan, Level 8+ You use your magnetic chakra to pull attacks towards your jutsu. You gain the following Benefits; • When you cast a Jiton Clan Hijutsu that deals damage, you can give it the Clash Keyword. • When you initiate a clash with a Jiton Clan Hijutsu, you roll an additional 1d6, adding it to the result of the clash check. • When a creature you have marked with your Magnetic Mark clan feature, casts a ninjutsu or Taijutsu, you can use your reaction to become the target of the jutsu and immediately cast a Jiton clan Hijutsu that deals damage, initiating a clash. You can use this feature twice per long rest. JUGO JUGGERNAUT Category: Clan Prerequisite: Jugo Clan, Level 12+ Your potency in your Enhanced Form is so overwhelming you can alter your body's size; • Increase your Strength or Constitution score by 1, to a maximum of 20. • While you are gaining the benefits of Raw Chakra Form, you become large sized, your reach increases by 5ft and your bulk limit is multiplied by 2. • While you are gaining the benefits of Raw Chakra Form, you reduce incoming damage by an amount equal to your Constitution modifier.
111 NATURE’S ALLY Category: Clan Prerequisite: Jugo Clan Your raw chakra has connected you to the animal kingdom; • Increase your Wisdom score by 1, to a maximum of 20. • You gain proficiency in Survival and Nature. • You ignore difficult terrain caused by natural terrain such as trees or vines. • You have ability to communicate with animals and understand what they are saying. Animals are inclined to be friendly towards you, and will often assist in helping you complete tasks. Furthermore, you are able to cast the Beast Senses jutsu at no cost as if you knew it. NATURAL MEDIC Category: Clan Prerequisite: Jugo Clan Tapped into your Raw Energy, you have found an inherent ability to Heal. Improving upon it further, without fully meaning to, you are now a Medic; • Increase your Wisdom score by 1, to a maximum of 20. • You can learn and cast jutsu with the Medical keyword. If you already have access to the Medical keyword, you instead learn 2 additional jutsu with the medical keyword of C-Rank or lower of your choice. • When you cast a jutsu with the Medical keyword, you may use the Heal option of the Raw Chakra clan feature and add it to the result. • When you would take your action to use the Heal option of the Raw Chakra clan feature, you may expend a Raw chakra die to remove one of the following conditions from yourself or another creature; Bleeding, Burned, Chilled, Corroded, Envenomed, Poisoned, Shocked, Weakened. SHAPESHIFTER’S ARSENAL Category: Clan Prerequisite: Jugo Clan You have learned to transform your arms into weapons to utilize in combat, freeing the need to wield any ever; • Increase your Strength or Constitution score by 1, to a maximum of 20. • As a bonus action, you can transform one or both of your arms into a melee weapon you are proficient in. If the weapon is two-handed, you must use both your arms. • Weapons made this way count as unarmed strikes for the purposes of the Jūgo Clan's abilities and jutsu. You may also spend Raw Chakra die to Amplify and Reduce Bukijutsu. • By spending 1 Raw Chakra die as a bonus action, you may grant one of your weapon hands a melee weapon property it does not normally possess for the next minute. You may spend up to two raw chakra die in this way at once. KAGUYA ARMOR OF BONE Category: Clan Prerequisite: Kaguya Clan You’ve learned to use your clan techniques not to just create extensions of your body but to fortify your body itself; • Increase your Strength or Constitution score by 1, to a maximum of 20. • As an action, you can line your skin with boney protrusions at will. While these protrusions are out your unarmored AC is 10+Half your Proficiency Bonus + Your Dexterity Modifier + Your Constitution Modifier. You cannot gain the benefit of this feature while wearing any armor. CALCIFIED ARMORY Category: Clan Prerequisite: Kaguya Clan You’ve perfected the art of creating bone weapons rapidly to overwhelm foes. You gain the following Benefits; • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You can now create any melee weapon using your Bone Weapons clan feature. Weapons you creature that normally, have the Heavy Weapon Quality, can lose that quality, but if it does, is does not gain the Light weapon quality. • When you would take the attack action, you can attack an additional time as a part of the same action. You can make this additional attack once per turn. KURAMA GENJUTSU MATRIX Category: Clan Prerequisite: Kurama Clan, Level 8+ Your understanding of Reality, has allowed you to see through any and everything that could even be assumed as illusionary. You gain the following benefits. • Increase your Wisdom or Charisma score by 1, to a maximum of 20. • You learn two more Genjutsu Moldings. • You can use two different Genjutsu Moldings at once. This feature can be used a number of times equal to your Genjutsu ability modifier per long rest. ILLUSORY FOCUS Category: Clan Prerequisite: Kurama Clan, Level 4+ You have trained yourself to the point where you can concentrate on genjutsu almost subconsciously. You gain the following benefits. • Increase your Wisdom or Charisma score by 1, to a maximum of 20. • When you make a Constitution (Chakra Control) check to maintain concentration on a Genjutsu, add your Genjutsu ability modifier to the check. • You can concentrate on up to 3 Genjutsu of C-Rank or Lower. If you are concentrating on any Jutsu that isn’t a Genjutsu of C-Rank or lower, you can only concentrate on 2 jutsu as normal. MIND OVER MATTER Category: Clan Prerequisite: Kurama Clan, Level 4+ Your genjutsu has become more deadly, due to repeated use. You gain the following benefits. • Increase your Wisdom or Charisma score by 1, to a maximum of 20. • When you cast a Genjutsu that deals damage, you add your Genjutsu ability modifier to the damage roll once per casting. • Reduce the cost of your Genjutsu Moldings by 1.
112 REALITY BENDER Category: Clan Prerequisite: Kurama Clan, Level 16+ You have deepened your control of the perceived reality.. You gain the following benefits. • Your Genjutsu Resistance clan features effect becomes; When you would make a Saving throw to Resist a Genjutsu, you may add 2d6 + Your proficiency bonus. • If you pass a Genjutsu save, you may as a reaction attempt to cast the jutsu back on the caster. Make a Wisdom (Illusions) check vs the targets Genjutsu save DC. On a success, you cast the jutsu right back at them. Attempting this reaction requires you to have all the necessary keywords and components associated with the jutsu. KURU EFFICIENT KURUGAN Category: Clan Prerequisite: Kuru Clan, Level 4+ You have begun to master your Kurugan through intense training. You gain the following benefits; • Increase your Wisdom score by 1, to a maximum of 20. • Reduce the cost of your Kurugan by half. • You can use your Kurugan features a number of times equal to twice your Wisdom Modifier. • You can spend 1 Chakra die to regain all uses of your Kurgan Clan feature. YANG CHAKRA ADEPT Category: Clan Prerequisite: Kuru Clan, Level 12+ You have begun to master the other half of your Yin/Yang Release. You gain the following benefits; • Increase your Constitution score by 1, to a maximum of 20. • Taijutsu and Bukijutsu you cast ignore damage reduction effects. • Taijutsu and Bukijutsu you concentrate on cannot be ended as a result of failing a concentration check, by spending 5 chakra, when you would make a concentration check. YIN CHAKRA MASTERY Category: Clan Prerequisite: Kuru Clan You've mastered the imitation of nature release jutsu with your Yin chakra. You gain the following Benefits: • Increase your Wisdom score by 1, to a maximum of 20 • Choose one of the 5 nature releases: Earth, Wind, Fire, Water, Lightning. You can add jutsu of the corresponding Keyword to your jutsu list. However, when you do so, the jutsu loses the nature release keyword, gaining the Hijutsu keyword. If the jutsu would deal damage of the nature release, it instead deals necrotic damage. NAMIKAZE SPEEDSTER Category: Clan Prerequisite: Namikaze Clan, Level 12+ Your speed has transcended what could be considered even human, learning to dodge lightning and outpace wind. You gain the following Benefits; • You gain resistance to Wind and Lightning Damage. • Your speed increases by 10 feet. • You gain proficiency in Dexterity saving throws. • When you would make a Strength saving throw, you can instead make a Dexterity saving throw. SUPERIOR SPEED Category: Clan Prerequisite: Namikaze Clan, Level 4+ You learn to use your innate speed and jutsu to better protect yourself. You gain the following Benefits; • Increase your Dexterity score by 1, to a maximum of 20. • Your Speed Increased by 10 Feet. • You gain additional Speed Die equal to your Dexterity Modifier. SWIFT SHIELD Category: Clan Prerequisite: Namikaze Clan, Level 8+ You move so fast, that you become virtually immune to damage when you choose to be. You gain the following Benefits; • Increase your Dexterity score by 1, to a maximum of 20. • As a reaction, you can spend 3 speed die, to cause an attack to automatically miss. SPEED BLITZ Category: Clan Prerequisite: Namikaze Clan, Level 4+ After intense training you learn to use your speed to grant you additional techniques. You gain the following Benefits; • You gain the following Supernatural Speed Options. o Soaring Rush: When you roll initiative, you can spend any number of speed die, adding the result to your Initiative. If you are the first to go in initiative as a result of this, you have advantage on the first attack roll you make. o Reflexive Assault: As a reaction at the end of your turn, you can spend 3 speed dice to gain an additional action. Doing this more than once per long rest, increases your exhaustion by 1 rank. o One with the Wind: After casting a Jutsu with the Wind Release Keyword, you can spend 1 speed die increasing your speed by 5 times the result until the end of the current turn, you also ignore all difficult terrain until the end of the current turn. NARA ENHANCED COORDINATION Category: Clan Prerequisite: Nara Clan You've trained to coordinate your allies in the more dire of circumstances, you gain the following benefits: • Increase your Intelligence score by 1, to a Maximum of 20 • When you use the Coordinate Nara clan feature, you grant a bonus to your allies equal to your Intelligence Modifier instead of a +1.
113 INTELLIGENT DESIGN Category: Clan Prerequisite: Nara Clan, Level 4+ Your genius is so great, that it sometime scares you. You gain the following Benefits; • Increase your Intelligence score by 1, to a maximum of 20. • You may select a skill to gain proficiency in. • When you would use your Master Tactician feature, the creature who you give a tactical die, they instead add twice the result of their roll to the Ability or Attack roll. LAZY SAVANT Category: Clan Prerequisite: Nara Clan You’re a prodigy, yet lazy. You know how to win the game, but playing it is just too much trouble. You find yourself taking longer to get ready, though this laziness brings out your best. You gain the following Benefits; • Increase your Intelligence or Constitution score by 1, to a maximum of 20. • When you would take a Short rest, you may double the length of time it takes you to finish. When you do, you may roll 2 additional hit and Chakra die, and regain the result. (You gain this benefit when you complete a Long rest as well.) • Over the course of a short or long rest, you may make an Intelligence Check vs a DC 15. On a success, roll 2 d20, record the result. When a creature you can see or hear would make an attack, ability check or saving throw, you may switch their d20 result, with your previously recorded result. You may gain the benefit of this feature twice per Full Rest. OVERWHELMING INTELLECT Category: Clan Prerequisite: Nara Clan, Level 8+ You mind is so potent; your thoughts alone include ways to supersede those around you. You gain the following Benefits; • Increase your Intelligence score by 1, to a maximum of 20. • You may select a skill to gain expertise in. • You can spend 10 minutes coming up with a plan that involves a number of allies equal to your Intelligence Modifier. At the beginning of your next combat, select allies, gain a bonus to their initiative equal to your Intelligence Modifier, and can take the Help Action as a bonus action on the first round of combat. You can do this twice per long rest. RANTON STORM CURRENT Category: Clan Prerequisite: Ranton Clan, Level 4+ You learn to more masterfully control Storm Release. You gain the following Benefits; • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. • Creatures who have the shocked condition as a result of a jutsu or feature you used/cast, have their Shocked limit increased to 10. • Creatures who would take damage from the shocked condition, instead increase the damage die of the shocked condition to a d8. STORMING RAIN Category: Clan Prerequisite: Ranton Clan, Level 12+ You have become a master of water and lightning around you. You gain the following Benefits; • You become resistant to Cold and Lightning Damage. • Ranton Clan Hijutsu you cast have their range increased by twice its original range. If the jutsu creates an area of effect, it instead increases the side of the area by 10 feet. STORMING WAVES Category: Clan Prerequisite: Ranton Clan, Level 4+ You learn to more masterfully control the water half of Water Release. You gain the following Benefits; • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. • When you cast a Ranton Clan Hijutsu, you can reduce the cost of the Jutsu by 2, if there is a sufficient source of water near it. RYU D-FIGHTER Category: Clan Prerequisite: Ryu Clan, Level 12+ When you enter your Dragons Rage, your hair also gains the color of your Dragons Elemental Affinity and begins to stand up on its own and exhibit properties similar to that of your chosen affinity such as sparks of electricity or embers of fire jumping off of you, revealing the potent Dragon blood within you. You gain the following Benefits; • You learn the Dragon Fist Stance Fighting Stance. • Your Claws damage die and all Ryu Clan jutsu you cast increases their damage die by 1 step. • As an action, while gaining the benefits of Dragons Rage you can begin to charge your Draconic Chakra. Until the end of your next turn, the next Ryu Clan jutsu you cast increases the number of die rolled by an amount equal to half of your proficiency bonus, rounded down. You can use this feature twice per long rest. • While you are gaining the benefits of Dragons Rage, you do not need to spend chakra to maintain concentration on Ryu Clan Hijutsu, but you also cannot concentrate on anything except Ryu Clan Jutsu. • While you are gaining the benefits of Dragons Rage and the Dragon Fist Stance at the same time, you can gain the benefit of the Dragon Fist Stances bonus action effect, as a part of the attack action. DRAGON’S BLOOD Category: Clan Prerequisite: Ryu Clan, Level 4+ You have learned to tap into the blood of the dragons that run through your veins. You gain the following Benefits; • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. • While you are gaining the benefits of your Dragons Rage clan feature, you can use Dexterity or Strength for your Claw Attack. • Ryu Clan Hijutsu you cast, that initiate a clash, you always roll at Advantage.
114 TRUE DRAGONS BLOOD Category: Clan Prerequisite: Ryu Clan, Level 8+ The power of the Dragon’s rage within you has bubbled forth manifesting in ways other Ryu Clan members could only dream of. You gain the following Benefits; • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. • Select a Second Dragon from the Blood of the Dragon clan feature. Ryu Hijutsu now deal half of your original dragon’s damage, and half of your new dragon’s damage. • All Ryu Clan jutsu and your Claw attacks deals an additional die of damage. (If they deal damage) • Ryu Clan Jutsu that require you maintain concentration cost is reduced by half. • When you activate Dragons Rage, you may roll a Chakra die, gaining the result as both Temporary chakra and hit points for the duration of your Dragons Rage. Temporary hit points gained in this way can be added to Ryu Clan Hijutsu that grant Temporary hit points. SARUTOBI GUARDIANS OF WILL Category: Clan Prerequisite: Sarutobi Clan, Level 4+ You have enhanced your jutsu to further protect the will of fire. You gain the following Benefits; • Increase your Strength, Intelligence, or Wisdom score by 1, to a maximum of 20. • Once per turn, when you would deal damage with a Jutsu, you may add a bonus to your damage roll equal to your Proficiency. • Jutsu you cast that are gaining the benefit of your Advanced Chakra Control clan feature, ignore resistance. • When you spend Focus Points on a jutsu you cast, you increase the number of die the jutsu rolls by 1, for each point spent. HOST OF FLAMES Category: Clan Prerequisite: Sarutobi Clan, Level 4+ The Fire inside you begins to grow, even affecting those around you, making your will infectious. You gain the following Benefits; • Increase your Strength, Intelligence, or Wisdom score by 1, to a maximum of 20. • You can, as a bonus action, give an allied creature within 60 feet of you, a number of your Focus Points up to your remaining amount. They can spend it in the same ways you can as described in the Inheritors of the Will of Fire clan feature. • You can spend 2 Focus Points to automatically upcast a jutsu without spending chakra if able. • You can spend 4 Focus Points to regain a number of hit points equal to 4d10+ Your level. MONKEY’S GRIP Category: Clan Prerequisite: Sarutobi Clan, Level 4+ Your make-do skills and superb chakra molding let you use everyday objects in unforeseen ways. You gain the following Benefits; • Increase your Strength score by 1, to a maximum of 20. • You are proficient with improvised weapons, and attacks with them count as chakra enhanced for the purpose of overcoming resistances and immunities. • Once per turn, when you attack with an improvised weapon, you may add a bonus equal to your intelligence modifier to the damage roll. • You may replace a Bukijutsu’s Weapon components with any item your DM considers a close enough replacement. COMBINATION MASTER Category: Clan Prerequisite: Sarutobi Clan, Level 8+ Through hard work, training, and sheer luck, you are able to imitate a Kekkei Genkai using your natural born Nature Release Affinities. You gain the following Benefits; • Increase your Intelligence score by 1, to a maximum of 20. • You may learn or Create jutsu with both nature Release Keywords granted by your Advanced Nature Transformation clan feature. You can learn jutsu with the Hijutsu keyword from other Clans, but they lose the Hijutsu keyword for you only. Jutsu learned in this way can only be learned through spending downtime. • You can spend 2 Focus Points to forcefully combine Nature Releases. A jutsu you cast with only 1 Nature Release, gains another Nature release that you can cast, dealing an additional 3 damage die worth of damage of the second Nature Releases damage type (Water = Cold) SENJU HASHIRAMA’S LEGACY Category: Clan Prerequisite: Senju Clan, Level 8+ The blood of the First Hokage, runs through your veins, providing you unmatched vitality. You gain the following Benefits; • Increase your Strength or Constitution score by 1, to a maximum of 20. • Whenever you would regain hit points as a result of spending Hit die, targeting yourself with jutsu, features or Items that restore hit points, or using the Mitotic Regeneration Senju Clan Hijutsu, you instead regain twice the amount of hit points. • Increase your Hit Point total by your level. Whenever you would gain a level here after increase your hit point total by +1. • Constructs, Structures and creatures summoned or made by your Senju clan Hijutsu gain a +1 bonus to their AC.
115 TOBIRAMA’S LEGACY Category: Clan Prerequisite: Senju Clan, level 4+ The blood of the Second Hokage, runs through your veins, providing you unmatched Wisdom. You gain the following Benefits; • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • When you would deal earth damage with your Wood Release clan feature, you can choose to instead deal Cold Damage. • All of your Senju features that trigger when you would deal earth damage now trigger when you would deal Cold Damage. • Select a number of Ninjutsu with the Water release Keyword that you know, equal to your Intelligence Modifier, that doesn’t have the Hijutsu keyword. Those Jutsu gains the Hijutsu keyword and counts as a Senju Hijutsu for the purpose of triggering Senju Clan Features. You can switch these jutsu when you would complete a long rest. TSUNADE’S LEGACY Category: Clan Prerequisite: Senju Clan The blood of the Fifth Hokage, runs through your veins, providing you unmatched fortitude and intellect. You gain the following Benefits; • Increase your Strength or Intelligence score by 1, to a maximum of 20. • You can learn and add Jutsu with the Medical Keyword to your Jutsu list. • When you would heal yourself or another creature using either a jutsu or feature. As a part of the same action used, you can spend 1 hit die, adding the result to the amount healed. • While you are gaining the benefits of Mitotic Regeneration, you can spend your stored chakra to instead heal another creature in the following ways based on the action spent; o Action: By spending 10 Stored chakra, you end one of the following conditions on a creature you touch; Bleeding, Blinded, Burned, Chilled, Corroded, Deafened, Envenomed, Poisoned, Shocked, Slowed, or Weakened. o Action: By spending any number of Stored Chakra, a willing creature you touch, regains a number of hit points equal to 1.5 times the chakra spent. (Rounded down) SHAKUTON ENDLESS SPIRAL OF BURNING DEATH AND NEVERENDING HATRED Category: Clan Prerequisite: Shakuton Clan, Level 4+ Your flames become more powerful, as you inject more Wind Release chakra into them. You gain the following Benefits; • Increase your Intelligence score by 1, to a maximum of 20. • All Shakuton Clan Hijutsu deals additional damage equal to your Ninjutsu ability modifier, once per turn. • Your Scorch Die increase in size by 1 Step. (D4>D6>D8>D10>D12) MURDERING HELLFIRE OF MAJESTIC VIOLENCE AND DESTRUCTION Category: Clan Prerequisite: Shakuton Clan, Level 4+ The motes of flame you manifest increase in intensity. You gain the following Benefits; • Increase your Intelligence score by 1, to a maximum of 20. • Your Scorch Die increase in size by 1 Step. (D4>D6>D8>D10>D12) • Shakuton Clan Hijutsu you cast that allows you to create motes such as Scorch Release: Scorching Murder, Blazing Murder or Hellfire Murder, increase the number of motes they create by an amount equal to the rank it was cast at. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) LIFE ENDING VIOLENCE MANIFESTED BY BURNING PAIN AND ETERNAL TORMENT Category: Clan Prerequisite: Shakuton Clan, Level 8+ The motes of flame you manifest can burn away anything in their path. You gain the following Benefits; • Increase your Intelligence score by 1, to a maximum of 20. • Your Scorch Die increase in size by 1 Step. (D4>D6>D8>D10>D12) • Creatures who are suffering from the burned condition within 60 feet of you no longer have a 3-stack limit, which is instead replaced by a 10-stack limit. • Creatures who are suffering from the burned condition within 60 feet of you increase the damage taken from the burned condition by 1 step. (D8>D10>D12) • Creatures who submerge themselves in water, cannot end the burning condition. ASHES TO ASHES Category: Clan Prerequisite: Shakuton Clan, Level 12+ Dust to Dust. You gain the following Benefits; • Your Scorch Die increase in size by 1 Step. (D4>D6>D8>D10>D12) • Creatures who are suffering from the burned condition within 60 feet of you no longer have a stack limit. • Creatures who are suffering from the burned condition within 60 feet of you increase the damage taken from the burned condition by 1 step. (D8>D10>D12) • Creature who would gain any number of burned stacks, instead gain 2 more, once per jutsu cast. • Creatures who are suffering from 5 or more stacks of the burned condition cannot maintain concentration on more than 1 jutsu at a time. • Creatures who are suffering from 10 or more stacks of the burned condition, cannot maintain concentration on Jutsu.
116 SHIKIGAMI KIRIGAMI Category: Clan Prerequisite: Shikigami Clan You learn to rapidly craft with paper, even faster than your peers. You gain the following Benefits; • Increase your Intelligence or Dexterity score by 1, to a maximum of 20. • When you would gain the benefits of a long rest, you may create a number of paper-based items equal to your proficiency bonus. Due to them being hastily created, they become inert when you would take a short rest. • Paper based Ninja tools listed within your Papercraft Clan feature, has their save DC increase by 1, and deal an additional die of damage. ORIGAMI Category: Clan Prerequisite: Shikigami Clan, Level 8+ The things you make, are far more deadly than most gives them credit for. You gain the following Benefits; • Increase your Intelligence or Dexterity score by 1, to a maximum of 20. • When you cast a Shikigami Hijutsu, you may spend 5 Chakra. If you do, that jutsu can gain the benefit of one of the Paper Expert Clan Features 7th level effect, as if the jutsu cast was one of the chosen Ninja tools (Select one of the Ninja Tools when you use this Feat). You do not spend a bonus action or any additional chakra to satisfy the requirements of this Feat. This bonus can only be applied once per casting. • Paper based Ninja tools listed within your Papercraft Clan feature, has their save DC increase by 1, and deal an additional die of damage. • When you would create Ninja tools using the Paper Craft clan feature, you may always create 2 additional of any one tool. FOLDING PETALS Category: Clan Prerequisite: Shikigami Clan, Level 12+ The most beautiful folds are often those most unassuming. You gain the following Benefits; • When a Shikigami Clan jutsu you cast, that requires an attack roll, would benefit from the Divine Shikigami clan feature, you may spend 5 Chakra. If you do, increase the critical threat range of the jutsu cast by 1d4 until the end of the current turn. This ignores normal Critical threat range limits. You can do this twice per long rest. • When a Shikigami Clan jutsu you cast, that forces a creature to make a saving throw, would benefit from the Divine Shikigami clan feature, you may spend 5 Chakra. If you do, reduce the affect creatures saving throw by 1d4. If a creature would fail the save by 5 or more, double the damage die. If they would fail by 10 or more, triple the damage die. You can do this one per long rest. • Paper based Ninja tools listed within your Papercraft Clan feature, has their save DC increase by 1, and deal an additional die of damage. SHOTON CRYSTAL EMPOWERMENT Category: Clan Prerequisite: Shoton Clan, Level 4+ Your Crystal release techniques become empowered to do more than they could normally. You gain the following Benefits; • Shoton Clan jutsu you cast, deals an additional die of damage. • Shoton Clan Jutsu you cast has their range increased by 15 feet. If the jutsu has an area of effect, the size of the affected area increased by 10 feet. • Shoton Clan Jutsu you cast, that has vulnerability to Lightning Damage, lose that vulnerability. CRYSTAL SOUL Category: Clan Prerequisite: Shoton Clan, Level 8+ Your Crystal Release chakra, is so solid, that it becomes the basis of your soul and fighting spirit. You gain the following Benefits; • Increase your Constitution or Charisma score by 1, to a maximum of 20. • Ninjutsu, you cast with the Earth Release Keyword that creates an Earthen Construct, that requires concentration, no longer counts as being concentrated on. • Shoton Clan Jutsu you cast, that requires concentration, no longer require chakra to maintain concentration. TSUCHIGUMO WEB-WALKING HUNTER Category: Clan Prerequisite: Tsuchigumo Clan, Level 4+ You are a nimble combatant, skilled in the underhanded ways of your people. You gain the following benefits; • Increase your Dexterity or Wisdom score by 1, to a maximum of 20. • You gain a climbing speed equal to your movement speed when climbing on surfaces that are chakra retardant. Additionally, you ignore difficult terrain created by jutsu you cast and automatically succeed on their saving throws ignoring their effects (if any) • When using the Third Eye Clan feature, you gain 120 feet of Darkvision. 6-ARMED PREDATOR Category: Clan Prerequisite: Tsuchigumo Clan, Level 4+ Your body begins to become more arachnid like when needed. You gain the following benefits; • Increase your Strength or Dexterity score by 1, to a maximum of 20. • As a bonus action, through body augmentation, you grow an additional 4 arms, 2 on either side under your original arms. With these additional arms, you can wield additional Web Weapons, occupying each hand, when applicable. • When you take the attack action, you can make an additional attack using one web weapon you are holding. You can make this additional attack once per turn.
117 UCHIHA CONSTANT PROGRESSION Category: Clan Prerequisite: Uchiha Clan You've trained your Sharingan to constantly evolve past your current limitations, you gain the following benefits: • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. • You gain an additional feature from either 1-Tomoe Sharingan, 2-Tomoe Sharingan, or 3-Tomoe Sharingan clan features that you qualify for. • You can create and learn Uchiha clan Hijutsu in half the required time. • You can take this feat multiple times. CURSE OF HATRED Category: Clan Prerequisite: Uchiha Clan, Level 8+ A darkness is born in your heart, creating a strong sense of vengeance within you. You gain the following Benefits; • Increase your Dexterity, Intelligence or Wisdom score by 1, to a maximum of 20. • You gain the Curse of Hatred ability. This ability counts as a Clan Feature for you. • Curse of Hatred. As a bonus action, you can spend 10 Chakra and select one creature you can see within 60 feet of you, marking them as your Hated Focus for the next minute. While a creature is marked this way, you gain the following effects; o You add half your proficiency bonus to all damage rolls against your Hated Focus. o When your Hated Focus declared an attack against you, you may spend your reaction to make a weapon attack against them. o When you would make a Saving throw against a jutsu your Hated Focus casts, you gain a 1d4 bonus to your roll. o You can take the Dash Action as a Bonus action when moving towards your Hated Focus. o You must spend each turn you remain in this state spending all actions available to you to attack or cast jutsu that would either hinder or harm the target. (This means healing jutsu, buffs and other abilities that do not directly inflict a condition or deal damage cannot be used, unless it is specifically used to protect yourself) o When you attempt to target a creature that isn’t your Hated Focus you roll at disadvantage. o If you are further than 60 feet away from your Hated Focus you must spend your movements and actions to be within 60 feet of them by any means. o You can as an Action, make a Charisma saving throw vs your own Genjutsu save DC to end this feature early. o This feature ends when your Hated Focus reaches 0 hit points. o When you (and no other creature) reduce your Hated Focus to 0 hit points, you regain all uses of your Sharingan use limits. o You can use this feature twice per long rest. EVERLASTING TOMOE Category: Clan Prerequisite: Uchiha Clan, Level 10+ Through intense training, you can manifest your Sharingan’s abilities without actually having it active. You gain the following Benefits; • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • As a bonus action, you may spend 10 chakra. You gain the benefit of all 1-Tomoe Sharingan clan features that you know for the next hour (excluding Copy Wheel 1 & Hypnotic Eye 1). Using the features granted by this feat, does not count against your Sharingan use limit. UZUMAKI CHAKRA TENACITY Category: Clan Prerequisite: Uzumaki Clan, Level 8+ Your chakra pool isn’t just vast, it’s also immensely resilient to attack. You gain the following Benefits; • Increase your Constitution score by 1, to a maximum of 20. • If your chakra would be reduced by a hostile effect or attack, you treat it as if you have resistance to it. • Your chakra cannot be absorbed by a hostile effect or attack. • When you would attempt to cast jutsu while you are unable to mold chakra, you can make a DC 10 + The rank of the Jutsu, Constitution check to cast it, as if you could mold chakra. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, SRank: 5.) MONSTROUS RESERVES Category: Clan Prerequisite: Uzumaki Clan, Level 12+ You've conditioned your body to generate more chakra as your push your limits, you gain the following benefits: • Increase your Constitution score by 1, to a maximum of 20. • Your chakra point maximum increases by an amount equal to twice your level. • When you gain a level and you benefit from the Wellspring of Chakra Clan feature, you double the bonus to your total chakra. STORING SEAL SOUL Category: Clan Prerequisite: Uzumaki Clan, Level 8+ You have created a minor pocket dimension that follows you, that you can use to store item inside. You gain the following Benefits; • You manifest a pocket dimension that you can interact with. This pocket dimension has a maximum bulk limit of 25. • As a bonus action you can store any item you are holding or wearing into the pocket dimension. • As a bonus action you can retrieve any item stored within the pocket dimension. • If you are reduced to 0 Hit points, all items in your pocket dimension are expelled and fall occupying random spaced within 10 feet of you. • Another creature who is aware of your Pocket dimension can cast a jutsu with the Fuinjutsu keyword targeting you and make an Intelligence (Ninshou) check vs your Intelligence or Constitution (Ninshou) check. On a success, they tear open your pocket dimension pulling out any item they are looking for.
118 UZUMAKI SEALING ADEPT Category: Clan Prerequisite: Uzumaki Clan, Level 4+ You have found some secrets regarding the Uzumaki Clan Sealing techniques that you thought impossible. You gain the following Benefits; • Increase your Intelligence score by 1, to a maximum of 20. • When you would cast a Jutsu with the Fuinjutsu Keyword, your Jutsu cannot be Negated as a reaction by an opposing creatures Jutsu. • Ninjutsu with the Fuinjutsu you cast, that requires a creature to make a saving throw of any type, increases the save DC by half of 1d4. YAMANAKA MENTAL BOONS Category: Clan Prerequisite: Yamanaka Clan You've learned to adapt your mental acuity to keep your opponent’s guessing, you gain the following benefits: • Increase your Charisma by 1, to a maximum of 20. • You may use your Charisma instead of Wisdom for your Genjutsu Attack Bonus and Save DC instead of whatever your Class dictates. • You gain a Yamanaka Boon that you qualify for. • You can learn and create Yamanaka Hijutsu in half the time. THOUGHT BREAKER Category: Clan Prerequisite: Yamanaka Clan, Level 8+ You’ve learned how to break the thoughts and minds of those who are the target of your psychological combat. You gain the following Benefits; • Increase your Wisdom or Charisma score by 1, to a maximum of 20. • Creatures who fail a saving throw against your Mind Body Disturbance Clan Hijutsu, the damage die becomes a d12, they become dazed and lose concentration on 1 random jutsu. • Creatures cannot maintain concentration on jutsu while under the effects of any Genjutsu with the Fuinjutsu keyword that you cast. YOTON EARTH BLOOD Category: Clan Prerequisite: Yoton Clan, Level 4+ Your Chakra become hotter and more powerful, as you learn to balance the Nature Release chakra within you. You gain the following Benefits; • Increase your Constitution score by 1, to a maximum of 20. • Yoton Clan jutsu you cast, has their cost reduced by 2 (min 1.) • Yoton Clan Jutsu you cast has their range increased by 15 feet, their radius increases by 10 feet, line jutsu become 10 feet wider, cones have their range by 15 feet. • You are immune to Environmental conditions and hazardous traps related to Fire or Heat. LAVA BLOOD Category: Clan Prerequisite: Yoton Clan, Level 8+ Lava Release chakra runs through your blood, making you far more resilient that anyone else could even fathom. You gain the following Benefits; • Increase your Constitution score by 1, to a maximum of 20. • You gain one additional Lava Technique provided by the Lava Release clan Feature. • As a bonus action, you can use a Second Lava technique to modify the same Yoton Clan Hijutsu. You can do this a number of times equal to your Constitution Modifier per long rest. • When you complete a Short Rest, you regain 2 uses of your Lava Release abilities. YUKI CHILLING REALIZATION Category: Clan Prerequisite: Yuki Clan, Level 8+ You move so swiftly you seem to be gliding on Ice. You gain the following Benefits; • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. • Your speed while on any solid surface is increased by +10 feet. • For each rank of Chilled a Creature has as a result of your Yuki Clan jutsu or features, they gain a -1 penalty to Strength and Constitution Ability checks and saving throws. • When you would make a Dexterity Saving throw, you gain a +2 bonus to the save so long as you are standing on Ice, Snow, or Water. FREEZING FACADE Category: Clan Prerequisite: Yuki Clan You become accustomed to the cold and all that comes with it. You gain the following Benefits; • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. • You can use your Intelligence for Stealth in place of Dexterity. • You can use your Intelligence for Deception and Persuasion in place of Charisma. • You ignore difficult terrain created by cold weather, cold environments and jutsu with either the Water and or Wind release keywords. You also ignore any perception-based penalties they would inflict. • You gain a +10 bonus to your speed while moving on Ice, Snow or Water.
119 FRIGID FROST Category: Clan Prerequisite: Yuki Clan, Level 4+ You exert so much Ice release chakra when you cast your clan jutsu that it becomes impossible to dodge and must instead be resisted. You gain the following Benefits; • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. • Yuki Clan Hijutsu you cast that would force a creature to make a Dexterity saving throw, you can choose to instead make them make a Constitution saving throw. • Creatures who fail a Constitution saving throw against a Yuki Clan jutsu you cast become Dazed until the end of their next turn. If they have stacks of Chilled as a result of Yuki Clan features of jutsu, they become Dazed for the duration of the Chilled. RESILIENT ICE Category: Clan Prerequisite: Yuki Clan, Level 8+ Your Ice becomes more fluid, making it able to attack targets more adaptively. You gain the following Benefits; • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. • If a creature succeeds in removing Chilled Stacks, they only remove half the amount instead of all. If they would succeed in removing Chilled stacks twice in a row, they remove all remaining stacks. • A number of times per long rest equal to your Ninjutsu ability Modifier, when a creature passes a save against a Hijutsu you cast, you can make them reroll it. This feature can only affect a creature once per casting.
120 EXPANDED BLOODLINE, LATENT CHART Latent Bloodline’s Latent Feature Latent Feature effect Aburame Latent Insect Control You have learned to call upon insects, like a pure blooded Aburame. You gain the Chakra Consumption & Chakra Sense Clan feature. When you would use Chakra Consumption you instead only can reduce a target creatures chakra by half of the damage dealt, and gain that result. Akimichi Latent Calorie Control You gain Calories as if you had the Calories clan feature. You have a number of calories equal to Half your Level + Your constitution Modifier. You can spend these calories to use Clan Jutsu. You regain spent calories after a long rest. Bakuton Latent Explosion Release You have learned to create Explosions using your chakra alone. Choose to gain either Earth or Lightning Nature Release affinity. Additionally, pick between Artistic Style or Reckless Style. You can learn Bakuton Clan Hijutsu with the chosen Keyword. Beginning at 7th level, when you would cast a Jutsu with the Nature release you previously chose, you double the size of its area of affect if it has one, and can instead choose to deal Force Damage. Beginning at 15th level, when you would deal force damage, you increase the damage dealt by your Constitution modifier. Fuma Latent Accuracy You have picked up on your innate ability to tap into a latent sense of superior skill. When making a ranged attack with Shuriken’s, Fuma Shuriken’s and Monster Shuriken or Fuma Clan Bukijutsu, you gain a +1 Bonus to damage rolls. This bonus increases to +2 at 11th, and +3 at 18th. You also gain the benefits of the Working the Angles Clan Feature that only works with Shuriken’s, Fuma Shuriken’s and Monster Shuriken’s. Futton Latent Boil Release You have learned to boil chakra using your latent abilities. Choose to gain either Fire or Water Nature Release affinity. Beginning at 7th level, when you would cast a Jutsu with the Nature release you previously chose, you can instead choose to deal acid damage and you deal double damage to creatures with temporary hit points. Beginning at 15th level, when you would deal force Acid, you increase the damage dealt by your Intelligence modifier. Hatake Latent White Chakra You have begun to manifest White Chakra and the ability to cast jutsu with the Lightning Release Keyword. You have a number of white chakra equal to your character level which you can only spend on Jutsu with the Lightning Release Keyword. Spent white Chakra is regained when you complete a Long Rest. You also reduce the cost of Ninjutsu with the lightning release keyword by 1 if you use White chakra to pay the cost of the jutsu. This reduction increases to 2 at 11th level. Hebi Latent Regeneration You gain 30 feet of Darkvision. As a bonus action, you begin to focus on self-regeneration. At the start of each of your turns, you spend 8 chakra to regain Hit points equal to your Proficiency Bonus. This counts as concentrating on a Jutsu. Beginning at 11th level you can instead regain twice your constitution modifier in hit points (whichever is higher). At 18th level you regain additional Hit points equal to 1d4. Hoshigaki Latent Shark Tooth You gain the Aquatic Adaptation, Shark Tooth & the Amphibious Clan Features, up to 11th level. Hozuki Latent Water Reserves You have learned to Liquify your body at the cost of losing the potential of Lightning Release. You can no longer use jutsu with the Lightning Release Keyword. You gain Water Release Affinity. You gain the Water Dependency and Amphibious Clan feature. Finally, your body counts as a sufficient source of water for reducing the cost of Water release Jutsu. Hyūga Latent Byakugan You have unlocked a dulled version of the Legendary Byakugan. You are treated as a Side Branch member for the purpose of Jutsu selection. You ignore any requirement for the Gentle fist stance needed to Cast Hyūga Clan Hijutsu. You can spend 10 Chakra to activate your Latent Byakugan as a bonus action for up to 10 minutes. You gain 200 feet of chakra sight. You gain the ability to see a creature’s chakra nature, if any. Creatures cannot be obscured to you in any way if you can see through the obstruction. You can see in a 360-degree field around you equal to your chakra sight range. Inuzuka Latent Beast Master You have learned to befriend canine’s and partner with them developing an unbreakable Kinship. You gain a Canine Companion using the Young Kugsha Stat block. You gain the Beast Master clan feature. Your Nin-Dog is always equal to half your level, and gains ability score increases when they reach 4th, 6th & 8th levels. Jiton Latent Magnet Release You have begun to tap into your latent Nature Release Affinities. Choose to gain either Earth or Wind Nature Release affinity. Beginning at 7th level, when casting a jutsu with either Earth or Wind Release keywords, you can change the damage type, if any, to earth, and increase the damage dice by 1 step. At 15th level, when you deal earth damage, you can add your Constitution modifier to the damage roll. Jūgo Latent Raw Chakra You have begun to tap into your latent connection to raw chakra. You gain the Latent Raw Chakra feature, granting you a number of Raw Chakra equal to Half your level + your Constitution Modifier. You also gain the Raw Chakra Form feature up to 7th level, however, you can only use this form once, and your unarmed damage dice is only ever a d8 unless it is already higher. Kaguya Latent Bone Weapons You have learned to manipulate parts of your bone structure. You gain the Bone Weapons and Battle Hungry clan features. You gain the Battle Hungry clan feature bonus to Damage rolls at 11th and 18th levels. Kurama Latent Genjutsu Molding . You learn one of the Molding Techniques from the Genjutsu Molding clan feature. You gain a second one at 11th level and a third at 18th. Kuru Latent Kurugan You have begun to develop as a Yin Chakra Adept. You lose the ability to mold Nature Release chakra. If you have jutsu with the Nature Release Keyword, they lose their Nature Release keyword and you can no longer learn Jutsu with Nature Release Keywords. If you have a Clan trait or feature that provides you with the ability to learn jutsu with a Nature Release keyword, you can still learn those jutsu, but they lose their Nature Release Keyword, and instead now deals necrotic damage. Additionally, Jutsu you cast without a Nature Release Keyword increases its Save DC or Damage die by 1, beginning at 11th level. Namikaze Latent Swift Release You have learned to generate Swift Release. Choose to gain either Lightning or Wind Nature Release affinity. Increase your movement speed by 5 feet. This increase happens again at 7th and 18th levels. Beginning at 7th level, when you would cast a Jutsu with the Nature release you previously chose, you can change the damage type, if any to Wind. Beginning at 15th level, when you deal Wind damage, you can add your Dexterity modifier to the damage roll..
121 EXPANDED BLOODLINE, LATENT CHART (CONT.) Latent Bloodline’s Latent Feature Latent Feature effect Nara Latent Tactician You have begun to think 2 or 3 steps ahead almost innately. You gain the benefits of the Coordinate Clan feature up to 7th level and the Master Tactician Clan feature up to 11th level, but you have a number of tactical die equal to half your Intelligence Modifier (Rounded Up) Ranton Latent Storm Release You have learned to create Beams of energy akin to lasers using your chakra alone. Choose to gain either Water or Lightning Nature Release affinity. Choose between Storm Style or Laser Style. You can learn Hijutsu with the chosen Keyword. Beginning at 7th level, when you would cast a Jutsu with the Nature release you previously chose, your jutsu ignores resistances. Beginning at 15th level, when you would deal Lightning damage, you increase the damage dealt by +1 Damage die. Ryu Latent Dragons Blood You gain the Blood of the Dragon clan feature. You have learned how to call upon the boiling rage of a dragon. As an action you unleash wrathful energy. You gain the benefits of the 3rd level Dragon Rage Clan feature at 7th level. Sarutobi Latent Chakra Control You gain the Advanced Nature Transformation selecting one nature release & Advanced Nature Proficiency clan features. You gain your additional C-Rank Jutsu at 7th level and B-Rank at 11th. (You do not gain additional B or ARank’s.) Senju Latent Wood Release You have the blood of legends flowing through you. Increase your Hit point total by an amount equal to your level. You gain +1 Hit point total when you gain a level. Choose to gain either Water or Earth Nature Release affinity Shakuton Latent Scorch Release You have learned to create the hottest flame possible. You gain the Fire Release affinity. If you already have Fire Release, you instead gain Wind Release affinity. Beginning at 7th level, when you would cast a jutsu with the nature release you received from this feature, you can choose to instead fire damage instead and ignore resistances. Beginning at 15th level, when a creature would be burned from a jutsu you cast, you can force the target to make a Constitution saving throw vs your Ninjutsu save DC. On a failed save, they become weakened for the same duration they are burned. Shikigami Latent Paper Craft You have learned to craft paper Ninja tools using the secrets of the Shikigami Clan. At 1st level, you can craft Breaching Tags, Paper Tags, Explosive Tag Balls, Flash Tags, Poison Gas Tags and other paper-based items in half the time and for half the cost. Beginning at 7th level, you gain the Paper Expert Clan Feature up to 7th level. Shoton Laten Crystal Release You have learned to manifest crystalline earth Release. You gain the Earth Nature Release affinity. Beginning at 1st level, you gain the Crystalline Stone Clan feature. Beginning at 7th level, when you are concentrating on a Ninjutsu with the Earth Release Keyword, you gain a +1 Bonus to your AC. This bonus increased to a +2 at 15th level. Tsuchigumo Latent Third Eye You have manifested your third eye. Though not as potent as a full-blooded clansman. You replace any requirement for Web Weapons or Third Eye clan feature needed to cast Tsuchigumo Hijutsu with a Long bow and the activation of your Third Eye. As an action, for the next minute you open your 3rd eye. You gain a +5 to Perception checks and your Passive Perception. Attacks with ranged weapons you are proficient in can be made at twice the range. At the end of this feature’s duration, you cannot use this feature again until you finish a short or long rest. Beginning at 15th level when making ranged weapon attacks you may add your Wisdom modifier to your weapon attack rolls. Uchiha Latent Sharingan You have manifested a single Sharingan, opening up a world of potential for yourself. You gain the Sharingan Clan Feature. When you would select a gain Tomoe, and would be able to pick features, you are always only ever able to select 1 option. Activating your Sharingan Costs 10 Chakra, and remains active for 1 minute. Uzumaki Latent Wellspring of Chakra You have discovered a massive reserve of chakra within yourself. Increase your chakra point total by an amount equal to your level. Increase your chakra point total by 1, thereafter, each time you gain a level. Beginning at 11th level, when you would make a Constitution saving throw, you may roll 1d4, adding the result to your save. Yamanaka Latent Boons You have discovered Mental technique that put you one step above the rest. You gain 1 Mental Boon of your choice from the Yamanaka Boons clan table. You gain an additional Boon at 11th and 18th level. Beginning at 7 th level, you have Advantage on insight checks to see through Deception. Yonton Latent Lava Release You have learned to generate Lava Release. Choose to gain either Fire or Earth Nature Release affinity. Beginning at 7th level, choose one Lava Release Bonus option from the Yonton Clan Lava Release clan feature. Also, when you would cast a Jutsu with the Nature release you previous chose, you can change its damage type, if any, to fire. Beginning at 15th level, when you would deal fire damage, you can add your Constitution modifier to damage. Yuki Latent Ice Release You have begun to tap into your latent Nature Release Affinities. Choose to gain either Water or Wind Nature Release affinity. Beginning at 7th level, when casting a jutsu with either Wind or Water Release keywords, you can change the damage type to Cold and increase the damage by 1 damage die. At 15th level when you deal cold damage, increase the damage by your Intelligence Modifier.
122 EXPANDED BLOODLINE, REALIZED CHART Realized Bloodline’s Realized Feature Realized Feature effect Aburame Realized Insect Control When you would use Chakra Consumption you become able to reduce a target chakra but the total damage dealt instead of half. You gain the Insect Focus Clan feature. Select one type of Insect. Akimichi Realized Calorie Control You gain the Fat Conversion Clan feature and the Food Pill Clan feature. Bakuton Realized Explosion Release You gain the second Nature release, you didn’t choose. You gain Shrapnel Dice, which are D4’s. equal to your Proficiency Bonus. You regain Spent Shrapnel Die when you complete a long rest. When you would roll damage for a Bakuton Clan jutsu. You can increase that damage by spending a die from the pool. Roll the spent die, adding the result to the damage dealt as force damage. Fuma Realized Accuracy You gain the Fuma Shuriken Master clan feature. You also gain the benefits of the Lethal Precision Clan Feature that only works with Shuriken’s, Fuma Shuriken’s and Monster Shuriken’s. Futton Realized Boil Release You gain the second Nature release, you didn’t choose. You gain a number of Boil Points equal to your Constitution Modifier, which when spent, you regain after a Long rest. Select one of the Options Presented in the Boiling Chakra Clan Feature. Hatake Realized White Chakra You further reduce the cost of Lightning Release Ninjutsu when using White Chakra by an additional 1 and you gain the White Lightning Clan Feature. Additionally, when you complete a short rest, you can regain spent White Chakra by Spending Chakra die. Hebi Realized Regeneration Reduce the cost of Activating and Maintaining Regeneration by half, you also gain the poison Potency clan feature up to 7th level. Hoshigaki Realized Shark Tooth You gain the Water Release Affinity, and the Shark Skinned Predator clan feature. You can enter this Transformation once per rest. Hozuki Realized Water Reserves You gain the Water Reservoir Clan Feature. Also reduce the cost of Ninjutsu with the water release keyword by 1 (Min 1.) Hyūga Realized Byakugan You have trained and learned the Gentle Fist Stance. Your Gentle Fist uses a D6 Damage die. And if you strike a creature while in this stance that has 0 chakra, you instead deal double damage to the targets hit points. If the target is a construct or undead, you instead deal half damage Inuzuka Realized Beast Master After training with your Nin-Dog, you have gained the Bestial Fury and Nin-Dog Savage attack clan features. Additionally, your Nin-Dog increases their maximum Hit Points by an amount equal your level. Jiton Realized Magnet Release You gain the second Nature release, you didn’t choose. You gain the Magnetic Mark Clan Feature up to 7th level, and the Swirling Currents Clan feature up to 11th level. Jūgo Realized Raw Chakra You have fully immersed yourself in your Raw Chakra. You can use your Raw Chakra Form feature one additional time each long rest. You also gain the 11th level Raw Chakra Form features. At 15th level, you gain the 15th level Raw Chakra feature and Raw Chakra Form feature. Kaguya Realized Bone Weapons You have learned the Shikotsumyaku Stance up to 11th level. Kurama Realized Genjutsu Molding You have gained the Genjutsu Conversions clan feature. You also learn one additional Molding option. Kuru Realized Kurugan One of your eyes have begun to cloud over, losing your natural eye color as it becomes pitch black. You have attained a dulled version of the Kurugan. You can spend 10 chakra to activate your Latent Kurugan for 1 minute as an action. You can use the Action and Bonus Action abilities of the Kurugan a number of times equal to half your Proficiency Bonus. Namikaze Realized Swift Release You gain the second Nature release, you didn’t choose. You gain the Supernatural Speed Clan Feature that grants you Speed Dice, which are D6’s. You have Access to the Speed Amplification, Quickened Assault, and Blink of an Eye Abilities, From the Namikaze Clan Feature List. Nara Realized Tactician You have gained the Genius Potential clan feature up to 7th level. You also gain the Masters of the Shadows Clan Feature. You gain the 15th level feature, when you would reach 18th level. Ranton Realized Storm Release You gain the second Nature release, you didn’t choose. You gain the Gale Style, and Pervasive Lightning Clan Feature up to 7th level. Ryu Realized Dragons Blood You gain the benefits of the 7th level of Dragons Rage. You gain the 11th level feature at 15th level and the 15th level feature at 18th. Sarutobi Realized Chakra Control You gain the Advanced Chakra Control clan feature. Senju Realized Wood Release You gain the second Nature release, you didn’t choose. You gain the Wood Release Clan Feature. Beginning at 15th level when you would reduce a creatures maximum chakra based on their Class, you instead, Reduce Standards by 5x The Jutsu Rank, Elites by 8x The Jutsu Rank, Solos by 10x the Jutsu Rank. Shakuton Realized Scorch Release You gain the second Nature release, you didn’t choose. You gain the Scorching Heat Clan Feature. Shikigami Realized Paper Craft You gain the Divine Shikigami Clan Feature, but must select 2 of the listed options that you will have access to.
123 EXPANDED BLOODLINE, REALIZED CHART (CONT.) Realized Bloodline’s Realized Feature Realized Feature effect Shoton Realized Crystal Release You gain the Crystalline Focus clan feature. You have 2 Crystallization Die. You gain 1 more at 15th level, and another at 18th. Tsuchigumo Realized Third Eye When you would make a ranged weapon attack, you may add your wisdom modifier to your weapon damage rolls. You also gain the Exoskeleton clan feature, which you can activate for 10 Chakra Uchiha Realized Sharingan You gain the Advanced Adaptation clan feature up making a selection when you gain this feat, and again at 15th level. Uzumaki Realized Wellspring of Chakra You gain the Incomprehensible fortitude clan feature, being able to use it once per long rest. Additionally, twice per rest, you can cast a jutsu with the Fuinjutsu Keyword, that has a casting time of 1 action, as a bonus action. Yamanaka Realized Boons You gain an additional Mental Boon. Beginning at 15th level, you gain the 15th level feature of Mental Clarity. You can use that twice per long rest. Beginning at 18th Level, you gain the Master of Mental Alteration clan feature adding 1d6 psychic damage instead. Yonton Realized Lava Release You gain the second Nature release, you didn’t choose. You gain the Lava Release, and Churning Magma Clan Features up to 11th level. Yuki Realized Ice Release You gain the second Nature release, you didn’t choose. You gain the Chilled Body clan feature up to 11th level. You also gain the Frigid Cold Clan feature.
124 CURSED SEAL (EXTRA) This is a wholly unique Cursed Seal that is exclusive to Jugo clansmen. If you are a Jugo, this is the only Cursed seal available to you. Being the original clan of whose DNA the Curse Seal was created from, Jūgo clan members have access to their own unique path with the Cursed Seal - They cannot gain other Seals, as their Cursed Power is already within. Firstly, they do not need to gain a patron or be gifted the Cursed Seal. They can gain the ability themselves through amassing power, primarily through levelling. A Jūgo clan member is their own patron. When they develop the Cursed Seal, a second personality forms in their mind, one of a ferocious, violent animal that wants to grow enough power to become the dominant side to the clan member. The Same rules apply otherwise. A DM has full authority over when a Jugo Clansmen unlocks their Cursed Seal, primarily chosen when the party begins to gain class mods themselves. CURSED SEAL OF BIRTH The truest form of the Cursed Seal, the Cursed Seal of birth manifests itself as a sprawling pattern that often takes over half or more of your body, turning the skin a dull bluey-purple grey. The seal unleashes the ravenous beast within and further enhances the abilities of the Jūgo clan. PRIMARY ABILITY SCORE: Dexterity or Constitution (Pick One, this cannot be changed later.) SECONDARY ABILITY SCORE: Strength CURSED SEAL OF BIRTH, RELEASE STAGE 1 Half of your body changes to pure grey and a more violent side of yourself unleashes itself. Further enhancing your Nature Chakra and preparing your body to near constantly embrace the beast. While in this state all Jūgo Hijutsu have their cost lowered by 1. Furthermore, your Raw Energy Die increase by 1 Step (D4>D6>D8>D10) and when you use them, you roll twice, taking the better result. You may use Raw Energy Die features on Corrupted Jutsu, even if they are not a Taijutsu, or Jugo Hijutsu. All Nature Chakra counts as Cursed Chakra for the purposes of casting corrupted arts. On top of that, you gain one additional Corrupted Art that does not count against your normal Corrupted Art limit, though it must be a Jūgo Hijutsu. STAGE 2 Your Cursed Seal fully envelops your body, granting you access to your Raw Chakra Form and pushing it past its limits. When you activate your Cursed Seal, you automatically enter your Raw Chakra Form and it does not consume a use of this feature. When entering Raw Chakra Form this way, it is part of the same action to activate your Seal. You are treated as 4 levels higher for Raw Chakra Form features and, when activating your Cursed Seal as a bonus action, can cast a Jugo Hijutsu that with a range of self that is normally a bonus action as an action. When you are concentrating on at least one Jugo Hijutsu, you may concentrate on another. This goes above the normal limit. At the start of each of your turns, you gain 1 Temporary Raw Energy Die. You may only have one Temporary Raw Energy Die from this source at once. STAGE 3 (DEFAULT) Your cursed seal takes root deep within your very essence, bonding with your DNA and completely reshaping your genetic structure. Your current chakra is reduced by half. You then gain bonus Cursed Chakra equal to the amount of chakra reduced. You can only Cast Cursed Arts in this state. Additionally, you gain an additional action on your turns which you can use to cast Cursed Arts. STAGE 3 (ALTERNATIVE) Your natural power fully develops to its brink. While you activate your Sealed Release, you gain an additional amount of Raw Chakra equal to double your proficiency modifier. Additionally, you gain the ability to Frenzy. When in your Cursed Seal, you enter a Frenzy. Until either you are knocked unconscious, die, or a minute passes, you gain the following features: • You gain the Berserk condition, though you may still mold chakra for Jugo Hijutsu and Corrupted Arts. • Your Strength increases by +4. • Your AC lowers by 2, but you reduce all damage you would take by 3. • You have an additional action per turn that can only be used to make a single melee attack. • When you spend Raw Chakra Die, the die is maximized.
125