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Published by goroiamanuci, 2023-02-24 03:52:02

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100 TACTICAL SCOUT Those Scout Ninja who choose to become Tactical Specialists employ martial techniques passed down through generations. To a Tactical Specialist, combat is an academic field, sometimes including subjects beyond battle such as weaponsmith or armor craft. Not every scout absorbs the lessons of history, theory, and artistry that are reflected in the Tactical Specialty, but those who do are well-rounded fighters of great skill and knowledge. SUPERIOR TACTICS [CHANGED] Beginning at 3rd Level you learn maneuvers that are fueled by a special dice called Superiority Dice. Maneuvers: You learn three maneuvers of your choice, which are detailed in the Tactical Maneuvers Section at the end of this class. You earn more at higher levels as shown in the “Maneuvers Known” Column of the Superior Tactics table. Many Maneuvers enhance you or your allies in some way. You can only use one maneuver per attack. When you take a short rest, you may switch any maneuver you know for another you qualify for. Superiority Dice: You have three superiority dice, which are d10’s, you earn more at higher levels, as shown in the Superiority Dice column of the Superior Defense table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw for each maneuver is listed within the maneuver itself. MASTER OF TACTICS [CHANGED] Starting at 3rd Level, Unlike other Shinobi, your ability to control a combat comes from your masterful control of the battlefield and tactical acumen. You can gain the benefit of up to two Maneuvers per attack or jutsu cast. Additionally, once per creature, per turn you can choose to spend one superiority die. When you do select either yourself or one allied creature within 30 feet of you. The chosen creature gains a bonus to their next d20 roll, equal to the result. Beginning at 6th level, whenever you would score a critical hit with an attack or roll a natural 20 on an ability check or Saving throw, you regain 1 Superiority die. SIGNATURE MANEUVER [CHANGED] Also at 3rd Level, you have learned to efficiently utilize your learned maneuvers’ far better than other Shinobi you consider your peers. Select one maneuver that you know with the Tactical keyword. Whenever you use that maneuver you can choose to roll a d4, and use it instead of expending a superiority die once per turn. You can select a second maneuver beginning at 9th level. You can switch all selected Signature Maneuvers when you would complete a rest. TACTICAL SUPERIORITY [CHANGED] Beginning at 6th level, your training has lead you down a path unexplored by many. You have made it your job to become the most well-prepared Shinobi in a room full of shinobi some would consider superior to even you. Select one Maneuver from one of the Following ScoutNin Subclasses, learning it and adding it to your Maneuvers known, not counting it against your known maneuvers limit. If the Maneuver has the Specialized keyword, you cannot take it or gain the benefits of it. You can select one more Maneuver from the aforementioned subclasses at 14th and 20th levels • Arbiter Scout • Assault Scout • Cloning Scout • Defensive Scout • Pathfinder Scout • Phantom Scout EXPERT OF ALL, JACK OF NONE [CHANGED] Starting at 9th Level, your knowledge and experience has provided you with amplified knowledge on how to handle difficult, if not impossible situations. You can gain the benefit of two Generalizations of your choice at a time from the Jack of All, Master of None class feature. MASTERED SIGNATURE TECHNIQUE [CHANGED] At 14th level, others wish they were of your caliber. You may gain the benefit of an additional feature, granted by the Signature Technique class feature. MASTERED SIGNATURE JUTSU [CHANGED] At 17th level, you can choose the final benefit granted by the Signature Jutsu class feature. UNMATCHED TACTICS [CHANGED] At 20th level, you can gain the benefit of any number of maneuvers you would like per attack. Additionally, you may gain the benefit of an additional Generalization granted by the Jack of All, Master of None class feature. SUPERIOR TACTICS TABLE Scout-Nin Level Superiority Dice Maneuvers Known 3rd 3 3 4th 3 3 5th 3 3 6th 4 4 7th 4 4 8th 4 4 9th 5 5 10th 5 5 11th 5 5 12th 6 6 13th 6 6 14th 7 7 15th 7 7 16th 8 8 17th 8 8 18th 9 9 19th 9 9 20th 10 10


101 TACTICAL MANEUVERS SUPERIOR DISARMING TRIP [CHANGED] Scout-Nin Keyword: Tactical When you hit a creature with a melee attack, you can expend one superiority die to attempt to knock the target down and take away any advantage they may have had over you physically. You add the superiority die to the attack’s damage roll, and if the target is large or smaller, it must make a Strength saving throw vs your attacks Save DC (If weapon or unarmed then Taijutsu Save DC). On a failed save, you knock the target prone, disarm and kick its weapon, if any 10 feet away and their movement speed is reduced by half until the end of their next turn. SUPERIOR FEINT [CHANGED] When you would make an attack of any type, you can Spend one superiority die to feint. When you do, your attack is made in a way to completely overcome your targets defenses. Reduce the targets AC against the attack by an amount equal to half the result of your superiority die. SUPERIOR MANEUVERS [CHANGED] When you hit a creature with an attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can move up to its full movement speed without provoking opportunity attacks, gaining a bonus to their next attack roll equal to half the result of your superiority die. SUPERIOR PRECISION [CHANGED] Scout-Nin Keyword: Tactical When you make an attack roll of any type against a creature, you are attempting to strike the most vital point open against the target, you can spend up to four superiority die. When you do, increase your attacks critical threat range by +1 for each spent superiority die. On a hit, you add all spent superiority die to the damage. SUPERIOR RIPOSTE [CHANGED] Scout-Nin Keyword: Tactical When a creature misses you with an attack, you can use your reaction and expend one superiority die to make a melee or ranged weapon attack against the creature. If you hit, you add twice the superiority dies result to the attack’s damage roll, and the creature gains 1 rank of weakened. SUPERIOR SUPPRESSION [CHANGED] Scout-Nin Keyword: Tactical When a Creatures currently under the effects of a jutsu you cast would make a saving throw to resist its effects, you impart a lasting weight on them regardless of their results. Spend one superiority die, reducing both their next ability check and attack roll, by the result of your superiority die. TACTICAL BREAKTHROUGH [NEW] Scout-Nin Keyword: Tactical When you would make an attack or cast a jutsu that would deal damage to a creature their reactionary attempts were already a part of your calculations. Spend one superiority die, recording the result. If the target would reduce your damage or gain temporary hit points as a result of a Reaction based jutsu, feature or trait, you reduce their damage reduction or temporary hit point value by an amount equal to twice the result of your superiority die until the end of the current turn. TACTICAL ESCAPE [CHANGED] You can expend one superiority die. When you do, you gain the effects of the Disengage and Dash actions and you gain advantage on all Strength (Athletics) or Dexterity (Acrobatics) checks until the end of your next turn. TACTICAL OVERWRITE [NEW] Scout-Nin Keyword: Tactical When you would make an attack targeting a creature their reactionary attempts were already a part of your calculations. Spend one superiority die, recording the result. If the target would gain a bonus to their AC as a result of a Reaction based jutsu, feature or trait, you reduce the bonus to their AC by an amount equal to the result, to a minimum of their AC prior to the jutsu’s activation until the conclusion of your attack. TACTICAL PARRY [CHANGED] When another creature damages you with an attack, you can use your reaction and expend one superiority die to reduce the damage by three times the result of your superiority die. If you would spend your reaction to cast a jutsu that reduces damage or grants you temporary hit points, you can instead spend a superiority die, adding twice the result to the damage reduced. If this maneuver would help in causing an attack to miss or reduce the damage you take to your normal hit points to 0, the attacking creature is caught off guard becoming vulnerable to the next instance of damage you inflict on it before the end of your next turn. TACTICAL STRIKE [CHANGED] When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to take the attack action or cast one jutsu of C-Rank or lower, adding the superiority die to their attack or Damage roll (their choice). TACTICAL TECHNIQUE [CHANGED] Scout-Nin Keyword: Specialized When you would make a weapon attack with a weapon with the Disarm, Grapple, Multiattack or Versatile properties you can spend a superiority die enhancing their effects until the end of your next turn; • Disarm/ Grapple: The opposing creature makes their ability check at disadvantage. • Multiattack: You can make a two weapon attacks with this weapon as a bonus action, adding your ability modifier. • Versatile: The Versatile Damage Die is doubled for the first attack made with the weapon.


102 TRICKSTER SCOUT The Scout-Nin who choose to become a Trickster have become true to themselves and those around them. By accepting who they truly are, they have gained the ability to manifest the best version of themselves, albeit in the most romanticized way. Using this power to assist them in life, both in and out of combat. SUPERIOR TRICKSTER Beginning at 3rd level you lean maneuvers that are fueled by a special dice called Superiority Dice Maneuvers: You learn three maneuver of your choice, which are detailed in the Trickster Maneuvers Section at the end of this class. You earn more at higher levels as shown in the “Maneuvers Known” Column of the Superior Trickster table. Many Maneuvers enhance an attack in some way. You can only use one Maneuver per attack. When you take a long rest, you may switch one maneuver you know for another you qualify for. Superiority Dice: You have three superiority dice, which are d6’s, you earn more at higher levels, as shown in the Superiority Dice column of the Superior Movement table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. VOID SOUL AWAKENING Starting at 3rd level, you learn a special Fuinjutsu technique to create a Chakra Construct known as a Void Soul, a manifestation of your true self, that you can call upon for support, both in and out of combat. You can name it if you wish as it will always abide by your command regardless of the title you give it. This chakra construct can be summoned or called upon for aid as a bonus action. When summoned it occupies your space alongside you and becomes visible to everyone who can manipulate chakra, also while summoned you can calculate your AC using your Charisma instead of your Dexterity for the duration. Once summoned, you can command it as a free action. When you do, it uses your Actions, Bonus Actions and Reactions as needed to accomplish the given task. Your Void soul uses the following Statistics found at the end of this class section; Your Void soul has the following rules • Your Void Soul can cast any jutsu you know using its own statistics and can use any Scout-Nin class features or Maneuvers you can as if you used them. • Has the same movement speed as you and can exist no further than 120 feet away from you before it dismisses itself. • Shares your Chakra Points. • If you and your Void Soul would make a saving throw against the same effect, you only make one save, using the higher bonus, instead of two saves and suffer the effects only once, not twice. • The Void Soul Selects two Ability score in which it gains proficiency in its saving throws the first time it is summoned. Once selected it cannot be switched. The void souls calculates its saving throws as normal. Beginning at 14th level, you select a third ability score. You can dismiss your Void soul as a bonus action on your turn or when you fall unconscious. Finally, your Void soul’s Ability Scores increase the stronger your personality becomes. For every +1 bonus you have to your Charisma Modifier, you can increase two of your Void soul’s ability scores by +2, up to a maximum of 20. TRICKSTERS SOUL BINDING [CHANGED] Beginning at 6th level, you learn to fuse with your void soul becoming your true, fully realized self for a short period of time. As a bonus action, you can fuse with your Void Soul for up to 1 Minute. While fused, you are treated as if you have summoned your Void soul but you cannot summon them as a separate creature with the Void Soul Awakening class feature. This form ends early if you are unconscious or die. This fusion manifests itself as a helmet or mask of your description. While fused you gain the following benefits; You can use this feature once per short rest. If you would attempt to gain this benefit again after using it once, you may spend 1 Superiority Die to do so. • Tricksters Potential. When you score a critical hit, roll a natural 20 or a hostile creature targeting you critically fails, or rolls 10 or less total, against you or a jutsu you casts Save DC, you can roll 2 Hit die, regaining the result as hit points. (This does not spend the hit die.) • Tricksters Sight. You can see normally in darkness, both normal and chakra based out to a distance of 120 feet. • Tricksters Spirit. You have advantage on Wisdom and Charisma Saving throws and ability Checks. • Tricksters Words. You can influence a creature in battle once per turn. If influencing an allied creature, they add 1d6 to any one ability check, saving throw or attack roll they make. If influencing a hostile creature, they reduce their next ability check, saving throw or attack roll by half of 1d6. (Your Choice) You can use Tricksters words in this way a number of times equal to your Charisma Modifier per rest. HEAT RISER [CHANGED] Beginning at 9th level, your ability to drag down enemies or to enhance the hearts of your allies have strengthened. When you use a Trickster Maneuver on a creature, you may as a part of the same action, use another maneuver targeting the same creature. The maneuver selected must either help or hinder the target based on the triggering Maneuver or Tricksters Words Effect. You must spend a Superiority die as normal. • If the triggering effect would boost, increase or aid the creature, the additional maneuver must boost, increase or aid the creature in some way. • If the triggering effect would impose a penalty, reduce or hinder the creature, the additional maneuver must impose a penalty, reduce or hinder the creature in some way. WILLPOWER SURGE Beginning at 14th level, your ability to call upon your Void soul has reached a new level of control and prowess. When casting a jutsu without your Void soul active, you may temporarily call upon your Void soul. When you do this, your Void soul momentarily comes forth and casts the jutsu for you. When casted this way the jutsu ignores any Hand Sign (HS) component it may have. Additionally, the jutsu deals additional damage equal to twice your charisma modifier or increases the dc of your jutsu by half of your charisma modifier (Rounded Down). Alternatively, if you are benefiting from Tricksters Soul Binding when you use this feature, you both cast the jutsu simultaneously enhancing it. You gain the previous benefit allotted by this feature, in addition to a bonus to attack and damage rolls equal to your Charisma Modifier. Regardless, you may use this feature a number of times equal to your charisma modifier per long rest. If you attempt to use this feature when you have no more uses left, you may spend a superiority die to use it once.


103 CHANGE OF HEART [CHANGED] Beginning at 17th level, your resolve has strengthened, and with it, your Void soul has strengthened as well. Your Void soul gains immunity to non-chakra enhanced attacks or resistance to two damage types of your choice. (Pick one). Alternatively, while you are gaining the benefit of your Tricksters Soul Binding class feature, you gain one of following additional benefits. You must complete a long rest to switch which benefit you gain; • Messiah. When a creature within 60 feet of you would be reduced to 0 hit points or less, you can, as a reaction spend 1 superiority die. When you do, they instead fall to 1 hit point, then gain temporary hit points equal to 5 times the result. • Izanagi. When you would spend a superiority die targeting an allied creature, if the combined total of their d20 and your superiority die is 20 or greater, they treat it as rolling a natural 20. • Satanael. Your superiority die are now D8’s and the die used for Tricksters words becomes a d8 as well. MASTERY OF SELF Beginning at 20th level, the resolve in your heart has reached its apex. Your will cannot be faltered and you are now able to stand against all your hardships in life with steadfast determination. While your Void soul is summoned, or you are gaining the benefits of Tricksters Soul Binding you and your Void soul gain immunity to the charmed, fear, berserk, dazed, and weakened conditions. Credit: Persona 5 Royal SUPERIOR TRICKSTER TABLE Scout-Nin Level Superiority Dice Maneuvers Known 3rd 3 3 4th 3 3 5th 3 3 6th 4 3 7th 4 3 8th 4 4 9th 5 4 10th 5 4 11th 5 4 12th 6 4 13th 6 5 14th 6 5 15th 7 5 16th 7 5 17th 7 5 18th 8 6 19th 8 6 20th 8 6 Medium Construct, unaligned Speed Equal to yours 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Senses Darkvision 30 ft., passive Perception 10 Immutable Form. The Void Soul is immune to any Jutsu or effect that would alter its form. Inexhaustible. The Void Soul cannot cast jutsu or use effects that would increase its own ranks of exhaustion. Chakra Construct. The Void Soul attacks are chakra enhanced.


104 TRICKSTER MANEUVERS DEBILITATE: RAKUNDA When you would make an attack or cast a Ninjutsu or Genjutsu that affects a hostile creature, you can expend a superiority die to weaken a creature’s defensive capabilities. One creature who would fail your Jutsu's saving throw takes additional damage equal to your level, the next time they take damage before the end of the current turn. If your attack does not trigger a saving throw then affected creatures must make a Charisma Saving throw vs your Ninjutsu or Genjutsu save DC (Your choice.) If this maneuver is used by your Void soul, or while you are benefiting from Tricksters Soul Binding, they instead gain vulnerability to the first instance of damage before the end of your next turn. DEBILITATE: TARUNDA When you would make an attack or cast a Ninjutsu or Taijutsu that affects a hostile creature, you can expend a superiority die to cripple a creature’s power. Record the result. Target creature must make a Strength saving throw vs your Ninjutsu or Taijutsu Save DC. On a failed save, the next attack or jutsu the target makes/casts has its damage reduced by the result of twice your superiority die (Min 1.). If this maneuver is used by your Void soul, or while you are benefiting from Tricksters Soul Binding you instead reduce their Damage by three times result. Reroll 1’s and 2’s, taking the second result. DEBILITATE: SUKUNDA When you would make an attack or cast a Genjutsu or Taijutsu that affects a hostile creature, you can expend a superiority die to cripple a creature’s power. Record the result Target creature must make a Wisdom saving throw vs your Taijutsu or Genjutsu Save DC. On a failed save, the targets attack bonuses are reduced by an amount equal to the result, until the end of their next turn. If this maneuver is used by your Void soul, or while you are benefiting from Tricksters Soul Binding you also reduce their AC by an amount equal to half the result. (Min 1.) until the end of their next turn. POWER UP: CHARGE You spend a bonus action and expend a superiority to strengthen the next Taijutsu or Bukijutsu you cast. The next time you deal damage with a Taijutsu or Bukijutsu, you reroll all 1’s and 2’s. If this maneuver is used by your Void soul, or while you are benefiting from Tricksters Soul Binding you instead, deals double the damage rolled. POWER UP: CONCENTRATE You spend a bonus action and expend a superiority to strengthen the next Ninjutsu or Genjutsu you cast. The next time you deal damage with a Ninjutsu or Genjutsu, you reroll all 1’s and 2’s. If this maneuver is used by your Void soul, or while you are benefiting from Tricksters Soul Binding you instead, deals double the damage rolled. POWER UP: FOCUS [NEW] You spend a bonus action and expend a superiority to strengthen the next Jutsu you cast. You roll your superiority die and record the result. The next time you deal damage with a Jutsu you cast, you increase the damage die by 1 Step. If this maneuver is used by your Void soul, or while you are benefiting from Tricksters Soul Binding you instead, increase the damage die by two steps and add twice the Superiority die to the damage rolled. RAMP UP: RAKUKAJA In place of one of your attacks made by the Attack action, you spend a superiority to strengthen an allies defense. Target an allied creature within 20 feet of you and roll your die. The target’s AC is increased by the result against the next attack made against it or it gains a bonus to its next saving throw made equal to the result. Whichever comes first. If this maneuver is used by your Void soul, or while you are benefiting from Tricksters Soul Binding you also grant the creature, resistance to one damage type of your choice that lasts a number of its turns equal to the result. RAMP UP: TARUKAJA In place of one of your attacks made by the Attack action, you spend a superiority to strengthen an allies power. Target an allied creature within 20 feet of you and roll your die. The next attack the target makes is heightened. Increase the attack and damage roll by the result or if they cast a jutsu that requires a saving throw, increase the Save DC by half of the result. Whichever comes first. If this maneuver is used by your Void soul, or while you are benefiting from Tricksters Soul Binding, they also reroll all 1’s and 2’s when making their damage rolls, taking the second result, or they increase the save DC by the total result instead of half. (Pick one) RAMP UP: SUKUKAJA You spend a bonus action and a superiority die superiority to strengthen an allies speed. Target a willing allied creature within 20 feet of you and roll your die. Immediately takes their turn. (This counts as them taking their turn.) They gain a bonus to their speed equal to the result x 5. If this maneuver is used by your Void soul, or while you are benefiting from Tricksters Soul Binding you instead grant the creature a bonus to movement speed equal to the result x 10 and they gain advantage on the first attack roll, ability check, or saving throw they make during the turn you just granted them. (Whichever one comes first). ULTIMATE: REVOLUTION [NEW] You spend a bonus action and expend a superiority to introduce the highest stakes gamble you can make. Record the superiority die result. All willing creatures within 60 feet of you gains a bonus to their critical threat range equal to half the result of your superiority die, until the end of each of their turns, but they also gain vulnerability to the next instance of damage they take before the end of your next turn. If this maneuver is used by your Void soul, or while you are benefiting from Tricksters Soul Binding you also, reduce the cost of each creatures next jutsu cast by the result of your superiority die.


105 TAIJUTSU SPECIALIST A Hyūga takes their fighting stance, ready for the assault from the surrounding undead summons from the Dark shinobi standing just on the other side of the ridge, the Hyūga leaps from undead to undead, striking them each with unmatched precision taking them down one by one with 1 or two precise strikes. A clanless girl in the heat of battle creates an unorthodox stance, and readies for her training session. Her team assaults her as she parries, dodges and counters each one with a graceful swing of her arms and legs as she then follows each one with a powerful strike knocking each training member back. These shinobi, different as they might be, are connected by one common factor, they are masters in the field of Taijutsu. While others are able to use Taijutsu techniques they learn with some level of mastery, the Taijutsu Specialists are the absolute masters of unarmed combat and technique. They are able to take the concepts of the Taijutsu they have and accelerate it to new heights and unmatched levels. CHARACTER INSPIRATIONS When designing this class, it was built with the intent to allow players to utilize different types of Taijutsu and stances, allowing for a variety of fighting styles as shown in the Naruto series and other Manga series. Players would be able to match or exceed their allies in combat, close range and even close distance better than most other classes are able. The characters this class is pulling inspiration from are as follows: Rock Lee, Might Guy, Neji Hyūga, Hinata Hyūga, and Killer B CREATING A TAIJUTSU SPECIALIST When creating a Taijutsu Specialist consider a few things about the character on a personal level? Do they use Taijutsu as a way to push pass their weaknesses and surpass their rivals? Do they use Taijutsu as a way to give themselves discipline and teach themselves patience? What made the character so bound to learning so many varied and useful Taijutsu techniques and what drives them to learn more? Did they train under another very skilled Shinobi? Or did they become enamored by the people around them and want to emulate their skills and techniques? QUICK BUILD You can make a Taijutsu Specialist quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Constitution. Second, choose the Hyūga, Sarutobi, Inuzuka, Uchiha or Non-Clan, Clans.


106 CLASS FEATURES As a Taijutsu Specialist, you gain the following class features. HIT POINTS Hit Dice: 1d12 per Taijutsu Specialist level Hit Points at 1st Level: 12 + your constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Taijutsu Specialist level after 1st. CHAKRA POINTS Chakra Dice: 1d6 per Taijutsu Specialist level Chakra Points at 1st Level: 6 + your constitution modifier Chakra Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Taijutsu Specialist level after 1st. PROFICIENCIES Armor: Light armor, medium armor Weapons: All Simple and Martial Weapons Ninja Tools: Disguise Kit, Trapper Kit Saving Throws: Strength, Dexterity Skills: Martial Arts, Athletics Choose two from Acrobatics, Chakra Control, History, Insight, Investigation, Nature, Stealth, Perception, Medicine EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) No Armor or (b) Padded Armor or (c) Combat Jacket • (a) 1 Tonfa or (b) 1 Nunchaku or (c) Combat Bracers or (d) Iron Claw • (a) One Kunai stack or (b) One Shuriken stack • (a) 2 Paper Bombs or (b) 2 Flash tags • 1 Smoke Bomb JUTSU CASTING NINJUTSU Ninjutsu save DC = 8 + your proficiency bonus + your Intelligence modifier Ninjutsu attack modifier = your proficiency bonus + your Intelligence modifier GENJUTSU Genjutsu save DC = 8 + your proficiency bonus + your Wisdom modifier Genjutsu attack modifier = your proficiency bonus + your Wisdom modifier TAIJUTSU Taijutsu save DC = 8 + your proficiency bonus + your Strength modifier Taijutsu attack modifier = your proficiency bonus + your Strength modifier UNARMORED DEFENSE Beginning at 1st level, while you are wearing no armor, your AC equals 10 + Half your Proficiency (rounded down) + Dexterity Modifier + Wisdom Modifier. Unarmed Combat Also 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Taijutsu Specialist weapons, which are Tonfas, Nunchaku, Quarterstaffs, Combat bracers, and Iron Claws. You gain the following benefits while you are unarmed or wielding only Taijutsu Specialist weapons: • You can use Dexterity or Strength for the attack and damage rolls and Save DC calculation of your unarmed strikes, Taijutsu Specialist weapons, Taijutsu and the Martial Arts Skill • You can roll a d6 in place of the normal damage of your unarmed strike or Weapons that you are proficient with. This die changes as you gain Taijutsu Specialist levels, as shown in the Unarmed Combat column of the Taijutsu Specialist table. • When you use the Attack action with an unarmed strike or a Taijutsu Specialist weapon on your turn, you can make one unarmed strike as a bonus action. TAIJUTSU STANCE Finally, beginning at 1st Level you adopt a particular Taijutsu Stance. Choose one of the Taijutsu Stances located in Chapter 13: Customization Options; You Can’t take a Taijutsu stance more than once. COMBO STRING Starting at 2nd level, your training allows you to string together different attacks that others could only hope to achieve. This is represented by a number of Combo Points. Your Taijutsu Specialist Level Determines the number of Points you have as shown in the Combo Points Column of the Taijutsu Specialist Table. You can spend these points to fuel various Combo features listed below. When you spend a Combo point, it is unavailable until you finish a short rest. You must spend at least 1 hour of rest meditating to regain your Combo points. When you cast a Taijutsu that doesn’t have the Bukijutsu Keyword and hit at least twice with a single casting or at least 2 or more creatures fail their saving throw against your Taijutsu, you recover one combo point per additional successful Taijutsu attack or failed save after the first. You can recover up to three combo points this way per turn. Unarmed and Taijutsu Specialist Weapon Attacks you make have a +1 bonus to attack and damage rolls. This bonus becomes a +2 at 11th level and a +3 at 15th level. Additionally, you can spend Combo Points to fuel your Taijutsu. For each Combo Point you Spend you treat that spent combo point as 1 Chakra. If you would spend Combo Points this way to cast a Taijutsu with the Combo or Finisher keywords, you may reduce its cost by -1. FLURRY OF BLOWS After you take the Attack action on your turn, you can spend 1 Combo point to make two unarmed strikes as a bonus action. PATIENT DEFENSE You can spend 1 Combo point to take the Dodge action as a bonus action on your turn.


107 EXTENDED TAIJUTSU Immediately after you use an unarmed attack on your turn, you can spend 1 Combo point to use a Taijutsu, as a Bonus Action that has a casting time of 1 Action. You can gain this benefit once per turn. STEP OF THE WIND You can spend 1 Combo point to take the Disengage or Dash action as a bonus action and your jump distance is doubled until the end of your turn. ENHANCED MOVEMENT Also, at 2nd level, your speed increases by 10 feet while not wearing Heavy Armor. This bonus increases when you reach certain Taijutsu Specialist levels, as shown in the Taijutsu Specialist table. TAIJUTSU STYLE At 3rd level you learn a Combat style that fits in with how you view combat and encompasses your overall approach towards Taijutsu. Your Style grants you feature at 3rd Level and again at 6th, 10th, 14th & 17th Levels ABILITY SCORE IMPROVEMENT/FEAT When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Attacks you make with the Attack action count as chakra enhanced. UNSHAKABLE WILL At 7th Level, you can use your Action to end one effect on yourself causing you to be charmed or frightened. SUPREME EXTRA ATTACK Beginning at 11th level, when you use the flurry of blows feature, you instead make 3 unarmed strikes instead of 2. MASTER OF EVASION At 13th level, your Instinctive Agility lets you dodge out of the way of certain area effects. When a Jutsu allows you to make a Dexterity save to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. PERFECT BODY, PERFECT MIND At 15th level, your intense training grants you proficiency in two additional saving throws of your choice. Additionally, whenever you make a saving throw, add your Wisdom modifier to the saving throws of ability scores you are not proficient in. You may add half your Wisdom Ability Modifier to saving throws you are proficient in (Rounded down). Also, whenever you make a saving throw and fail, you can spend 1 combo point to reroll it and take the new result. You can reroll saving throws in this way once per turn. PERFECT SELF You’ve gained perfect control over your body. Beginning at 20th level, your Strength or Dexterity (Choose one) and Wisdom increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have no Combo points remaining, you regain 3 Combo points.


108 TAIJUTSU STYLE DISTURBANCE Taijutsu Specialists who Blend their style with the Art of Disturbance have a level of trickery mixed into their fighting. They Focus on overwhelming their enemies with a flurry of attacks from multiple angles at once using both Armed and Unarmed options. You can break, even the most perfect defense. BLINDING SPEED When you choose this Style, starting at 3rd Level, you focus on overwhelming your enemies with more than they could conceivably handle at one time. By Spending 2 Combo Points, you are able to Gain an additional Bonus Action & Increase your Movement speed by 10. This can only be done once Per turn and costs no Action. Beginning at 17th level, your martial speed eclipses anyone who would consider themselves your rival. when you would gain the benefit of the Extended Taijutsu Flurry technique, you can spend 1 combo point to gain an additional Bonus action which you can only use to cast a Taijutsu Finisher. DISTURBANCE FLURRY Also, at 3rd Level, you learn to break your opponent's combat Flow using your Mastery over Combos using 2 new Techniques using your Flurry of Blows. Additionally, while gaining the benefit of Unarmed Defense or Perfect Body, Perfect Mind you may instead use Charisma in place of Wisdom. Shatter. You may spend 1 Combo Point to use your Flurry of Blows as a Reaction to a Creature attempting to cast a Jutsu within 15 Feet of you. You may move up to half your movement speed and begin striking their Vital points and open defenses with precision meant to prevent their action. On a Hit, Target Creature Must succeed a Constitution Saving throw or the jutsu effect immediately ends. Chakra is still spent if the Jutsu ends this way. Unstable Core. After you use your action to cast a Taijutsu, you may Spend 1 Combo point to use your Flurry of Blows as a Bonus Action. On any hit of this Flurry of Blows, target Creature must succeed a Strength saving throw, or be knocked prone. UNTOUCHABLE Starting at 6th Level, you are able to spend 1 Combo Point to prevent Attacks of opportunity against you until the start of your next turn. UNMATCHED REFLEXES Starting at 10th Level you learn to react more often preventing situations before they even start. You may Spend 1 Combo Points, to gain the use of an additional Reaction this round. This can only be done once per round. DEBILITATING BARRAGE At 14th Level you’ve gained the knowledge to temporarily inhibit a creatures Fortitude by striking a series of pressure points. Whenever you hit a creature with two or more attacks granted by a flurry of blows, you can spend 3 Combo points to force the creature to make a Constitution saving throw vs your Taijutsu Save DC. On a failed save you cause the creature to become vulnerable to a damage type of your choice. This effect lasts until the next instance of damage of that type that affects them. DISTURBING ENDURANCE Beginning at 17th Level, you’ve learned how to recoup your lost stamina and energy far more efficiently than before. When you would regain combo points as a result of casting a Taijutsu, you may instead regain up to 5, instead of up to 3.


109 IRONCLAD The Taijutsu specialist who prefer brute strength and impenetrable defenses over ninjutsu or genjutsu are known as the Ironclad. These shinobi can be seen as Knights or Warriors who rely on the fortitude of their armor, their bodies and most importantly, their willpower to be an unbreakable wall in the forefront of conflicts. IRONCLAD When you choose this style starting at 3rd level, your passion for protection has borne fruit. You gain proficiency in Heavy Armor, and the Armor smith’s Kit. While wearing heavy armor, you still gain the benefits of Enhanced Movement. Additionally, your research in metallurgy has allowed you to create an item no other shinobi could or would consider making; A Shield. Your Shield is a piece of equipment that you gain proficiency in and requires a minimum 14 Strength to gain the benefits of if you are proficient. Your Shield has 3 Enhancement slots but can only carry one Seal. If your shield is ever lost or destroyed, you may craft an exact copy of the previous one using 100 ryo and 1 week of downtime. You may only benefit from one shield at a time. This shield has the following statistics; IRON COMBAT Also, at 3rd level, you learn to leverage your unique method of protection in the heat of combat, gaining new ways to use your Combo Points. While wielding your Shield, you gain access to the following new Combo String techniques. Interpose. When you use Patient Defense, you may instead grant the benefits of the Patient Defense Combo String, to no more than two creatures within 5 feet of you until the start of your next turn. They only retain these benefits while they are within 5 feet of you. Shield Bash. When you hit a creature with one of the attacks granted by your flurry of blows, you may choose to shield bash. When you do, you perform the Shove Action making your Ability checks at advantage. If you are successful, you deal your unarmed damage and the target creature becomes dazed until the beginning of their next turn. Shield Throw. As a bonus action, you can spend 1 Combo Point. When you do, you make an unarmed attack targeting a creature you can see within 60 feet of you as you launch your shield at them. On a hit, you deal twice your unarmed damage. This attack counts as an Unarmed attack for the purpose of Features and Jutsu. Your shield returns to you, regardless if you hit or miss. IRON HEART Starting at 6th level, you've become comfortable fighting behind your defenses, and have gained the skill and courage needed to use yourself as a shield for your allies. As a Reaction, when a creature within 5 feet of you is hit by an attack that deals any type of damage other than psychic, you may dive in front of them, using your armor and shield to take the brunt of the force. The damage is first reduced by your Unarmed Combat die + half of your Taijutsu Specialist level. Rather than the initial target, the attack hits you regardless of your AC or other abilities. At 14th level, you may also target an ally who is no further than your maximum movement speed. When you do you move towards them ending your movement adjacent to them in a space that can hold you. Additionally, you can now target an ally who is in the area of effect of a jutsu like Fireball. When you do, your ally automatically passes their save taking no further effect, and you gain disadvantage on your save. IRON WILL Starting at 10th level, you have conditioned yourself to allow nothing to distract you from your one purpose on the field of battle: Protection. You may use your Unshakable Will class feature as a bonus action, and you gain immunity to the Berserk condition. Additionally, you gain a number of additional reactions equal to half of your proficiency bonus, that can only be used to use your Iron Heart feature. IRON FURY Starting at 14th level, you no longer stand idly by while your allies are hurt. Once per Short rest, as an action, you may spend 7 combo points to enter a combat trance for 1 minute, devoting your mind, body, and soul to safeguard your friends, and show your enemies retribution. You gain the following benefits for the duration; • You have resistance to all Damage except Psychic damage. • When you use your Iron Heart Feature, you may take the attack action against the triggering creature as a part of the same action. • Your Shield Provides you a +1 Bonus to AC while holding it. IRON FLOW Beginning at 17th level, you've mastered controlling your stamina for important moments in a fight. Whenever you use your Iron Heart feature and you are at or below half of your maximum combo points, you regain 2 combo points. IRON CLAD SHIELD Armor Name AC Bulk Properties Iron Clad Shield +2 1 Bulk Blocking, Light


110 NIN-TAI The Taijutsu specialist who Blend their style with Ninjutsu open up a world of unpredictability and technique. They have found ways to further augment their body beyond simple Taijutsu, but instead coating their body in a given Nature Releases and magnifying their strength and greatly increasing their potential. NATURE ENHANCED COMBAT When you choose this style starting at 3rd level, you have focused your effort on harnessing your innate Nature Release. Select one Nature Release (Earth, Wind, Fire, Water, or Lightning Release). You gain the ability to cast Ninjutsu with the corresponding Keyword. By spending 2 Combo Points as a bonus action, you enhance your body with the Chakra of the corresponding Nature release granted by this feature. You benefit from these effects for the next minute. • Earth Release: Your body becomes hardened similar to that of stone. Your unarmed attacks deal earth damage. You gain Temporary hit points equal to your Taijutsu Specialist Level. • Wind Release: Your body becomes as light as a gentle breeze. Your unarmed attacks deal wind damage. When you successfully hit a creature twice in the same turn, the next time the target would make a Strength saving throw, they make it at disadvantage. • Fire Release: Your body becomes hot to the touch. Your unarmed attacks deal fire damage. Your unarmed attacks deals additional damage equal to your Constitution Modifier. • Water Release: Your body becomes cool to the touch. Your unarmed attacks deal cold damage. Your unarmed attacks gain the Reach 1 and Deadly properties. • Lightning Release: Your body gives off a soft static with occasional jolts of harmless electricity. Your hair also stands up when excited or upset. Your unarmed attacks deal lightning damage. Your unarmed attacks gain the Critical and Blocking Properties. ELEMENTAL COMBAT Also, at 3rd level, you learn to harness your new Elemental Chakra to better enhance your combat potential when utilizing combo’s that work alongside your Extended Taijutsu. When using a Taijutsu while gaining the benefits of the Nature Enhanced Combat class feature the taijutsu used gains the Nature Release Keyword you chose and deals that nature release keywords corresponding damage type (Water = Cold), from the Nature Enhanced Combat class feature. You also gain further abilities by enhancing your assault with flurry of blows, or defending yourself with patient defense. Elemental Recall. Whenever a creature misses you, while gaining the benefit of Patient Defense and the Nature Enhanced Combat class feature, you may as a reaction immediately make an unarmed attack against the triggering creature. On a successful hit, you regain 3 combo point. Elemental Rush. Whenever you hit a creature with one of the attacks granted by your flurry of Blows, while gaining the benefits of your Nature Enhanced Combat class feature, you may spend 1 combo points allowing you to use your Flurry of Blows as a Reaction immediately after this use of flurry of blows ends at no additional combo point cost. Elemental Crush. When you would deal damage with a Taijutsu cast using Extended Taijutsu, you may spend 1 combo point to deal additional damage of your chosen element to the target creature. This damage is equal to 2 times your Constitution or Intelligence Modifier (Your choice) ELEMENTAL CLOAK Starting at 6th level, you have learned to manifest your Elemental chakra into a full-blown chakra cloak that erupts off of your body. When you would gain the benefits of Nature Enhanced Combat you gain the following boosts to each Nature Release; • Earth Release: Dust, gravel and other earthen substances begin to form from the force of your chakra alone, as they spin around you harmlessly. You gain resistance to Earth, Bludgeoning, and piercing Damage. • Wind Release: Wind whips around you violently. You gain Resistance to Wind and Slashing Damage. Also, gas, mist, rain and smoke cannot be sustained while within 10 feet of you • Fire Release: Your body becomes wreathed in flames of any color you desire. You become resistant to Fire Damage and once per turn, whom you touch by any means takes fire damage equal to your Constitution modifier. • Water Release: Your body generates powerful gales of water that spirals around you. You become resistant to Cold Damage and once per turn when you would make a saving throw using Strength, Dexterity, or Constitution you may add your Unarmed combat die. • Lightning Release: Your body becomes clad in compressed lightning that oscillates around your body to violently that you can hear the lightning. You gain resistance to lightning Damage and when you would take the dash action by any means, you instead quadruple your movement speed. ELEMENTAL ARMOR Beginning at 10th level, you learn to modify your Taijutsu further using hyper compressed Ninjutsu. As a Reaction on your turn, you may spend 2 combo points to cast a Ninjutsu with the same Nature Release keyword that your Nature Enhanced Combat class feature is generating. When you do, instead of casting the jutsu normally, you store the jutsu into your body, read to be released into a single strike. You can maintain this stored jutsu for up to 1 minute. While a Jutsu is stored into your body, you gain additional benefits based on the Nature Release. • Earth Release: Reduce damage received by an amount equal to half your Taijutsu Specialist Level. • Wind Release: Attacks targeting you are made at disadvantage. • Fire Release: Your unarmed attacks deals additional damage equal to your Intelligence Modifier (Min 1.) • Water Release: A Creature that makes a Saving throw against a Taijutsu you cast makes their saving throw at disadvantage. • Lightning Release: You gain a bonus to your AC equal to your Constitution or Intelligence Modifier (Pick one). As an Action make an unarmed attack, targeting a creature withing 5 feet of you, on a successful hit, you release your stored jutsu, creating a singular compressed, controlled explosion of elemental chakra.


111 A jutsu released this way immediately deals its damage and any additional effects the target makes the normal saving throw at disadvantage vs your Taijutsu save DC. A Jutsu stored that doesn’t deal damage as a part of its initial activation or written effect, instead deals damage equal to its Rank; Once a stored jutsu has been released, you lose all the benefits this feature grants for storing it. (D-Rank: 3d6, C-Rank: 5d6, B-Rank: 7d6, A-Rank: 9d6, S-Rank: 11d6) ELEMENTAL RECHARGE Beginning at 14th level, you have learned to convert your chakra into the energy needed to perform more combos and keep the attacks flowing. You compress a massive store of chakra revitalizing your stamina. As a Reaction, you may spend 20 chakra. When you do, you regain all spent Combo Points. You may do this once per short rest. WRATH OF NATURE Starting at 17th level, you have mastered the art of Blending Ninjutsu and Taijutsu. While you are gaining the benefit of your Elemental Armor class feature you gain the following benefits; • Taijutsu with your chosen Nature Release Keyword have their cost reduced by 2 and gains a bonus to damage rolls equal to your Ninjutsu ability modifier. • The bonus to Unarmed and Taijutsu Specialist Weapon Attacks from the Combo String feature applies to Taijutsu with your chosen Nature Release Keyword. • When a creature hits you with a melee attack, they take damage equal to half your level of a type equal to your chosen nature releases damage type (Water = Cold). You gain additional benefits based on your chosen Nature Release; • Earth Release: Your durability and stamina become unmatched. As a Bonus Action, you can spend 1 Combo Point to restore all Temporary Hit Points granted by your Nature Enhanced Combat class feature. • Wind Release: The wind chakra that surrounds you cuts through all manners of defense. Taijutsu cast with Extended Taijutsu ignores Resistance and treats Immunity as Resistance. • Fire Release: Your ferocity and explosive power matches the fire surrounding you. Once per turn, when you would take the Attack Action, you can make two additional attacks. • Water Release: You’ve gained a deeper control of the water both inside and outside your body as it reinvigorates your muscles and protects them from outside forces. You gain immunity to the Slowed and Weakened conditions. • Lightning Release: Your speed comes much more naturally to you as you follow the invisible static currents of electricity through the air. Step of the Wind no longer takes Combo Points to use and can be used as a Reaction on your turn.


112 PASSIONATE YOUTH Taijutsu Specialists who blend their style with the Passion of Youth exude a level of charisma unmatched by most in the world of Taijutsu, but they also have a level of dedication that overshadows most. With the Conviction to master the 8 Gates, the Passion of Youth is never to be underestimated. FISTS OF IRON When you choose this Style starting at 3rd level, you focus all of your effort on mastering hardening your fists, elbows, and other parts of your body until they feel like Iron while in combat. Once per turn, your Unarmed Strike deal an additional die of damage. This Damage increases as you gain levels in this class based on the Fists of Iron Strike damage chart. ENHANCED FLURRY Also, at 3rd level, you learn to break your opponent’s guard with overwhelming power and force using two new techniques that work alongside your Flurry of Blows. Open hand Technique. Whenever you hit a creature with one of the attacks granted by your flurry of blows, it must make a constitution saving throw or it can’t take reactions until the end of your next turn. Chakra Enhanced Blows. You channel chakra into your hands enhancing your blows even further. You can spend 1 Combo Point to deal an additional 1d6 damage for each strike that hits with your flurry of blows. 8 INNER GATES Starting at 6th Level, you learn how to access the 8 inner gates. This is an extremely dangerous technique but the benefits sure balance out with the risks. You gain the ability to unlock 3 gates of the 8 that exist. You learn to unlock more gates at 10th, 14th, and 17th Levels. Each Gate is released on its own, and provides its own benefits and detriments. Each Inner gate has a maximum duration of 1 minute after which you immediately end the gates activation and gain any detriments you would normally gain. While active you cannot cast or maintain concentration on any Ninjutsu or Genjutsu. Please Refer to the 8 Inner Gate Chart to See which Gates are unlocked at which levels and the benefits/detriments they bring with each gate. Benefits and detriments stack both while active and upon ending the forms. You can end the activation of any gate but the 8th gate as a bonus action, taking on accumulated exhaustion from each previous gate all at once. When you would end the 8th gate of Death, you turn to ash, unable to be revived by any means. IRON HEART FORTITUDE Beginning at 10th Level, while gaining the benefits of your 8 Inner gates feature, and you are in the 3rd Gate of Life or above, you are immune to the Effects of Exhaustion, Weakened and Slowed. You suffer the effects whenever you are no longer gaining the benefits of the 8 Inner gates. Also, at 10th level, as a Full Turn Action, and by reducing your movement speed to 0, you can immediately assume up to the 5th gate, gaining all previous gates benefits and detriments as well. You can do this twice per long rest. PASSIONATE NAPS Beginning at 14th Level, when you would take a short rest, you recover 1 rank of exhaustion, Weakened and Slowed. You gain the benefit of this feature twice, before you need a long rest. TRIED AND TRUE RESTS Beginning at 17th level, when you would gain the benefit of a long rest, you recover up to two ranks of exhaustion, Slowed, and Weakened instead of one. 8 INNER GATES Level Gates Casting Time Benefit Detriment 6th 1st Gate of Opening Action STR +2, Speed +10 - 6th 2nd Gate of Healing Bonus Action STR +2, Heal 2 Hit Die - 6th 3rd Gate of Life Action STR +4, Speed +10, AC +1 Exhaustion +1, Weakened 1 Hour 10th 4th Gate of Pain Action CON +2, Speed +10 Exhaustion +1, Slowed 1 Hour 10th 5th Gate of Limit Bonus Action STR +4, Speed +10, AC+1, Extra Action Exhaustion +1, 1d12+1 Damage each round while active 14th 6th Gate of View Action STR +6, Con +2 Exhaustion +1. 1d12+3 Damage end of turn while active 14th 7th Gate of Wonder Bonus Action STR +6, AC +1 Exhaustion +1, 1d12+5 Damage end of turn while active. 17th 8th Gate of Death Action STR +6, Con +2, Double Speed, AC +2, Extra Action. Exhaustion +1, 1d12+7 Damage end of turn while active. Remains in form a Number of rounds Equal to Con Modifier FIST OF IRON BONUS DAMAGE CHART Level Damage Die 3rd 1d8 6th 1d10 10th 1d12 17th 2d6


113 RIGHTEOUS FURY Taijutsu Specialists who blend their style with Righteous Fury tend to be brutal with their strikes. Though they traditionally protected large monasteries, they have sense passed their techniques on to the next generation of shinobi. Their training has instilled them with a burning passion that makes them extremely powerful in short bursts. CHAKRA FRENZY When you choose this style starting at 3rd level, you gain the ability to focus your chakra into a frenzy of berserker energy, provided that you aren't wearing heavy armor. It empowers you with supernatural combat skills. You can spend 2 combo points and use a bonus action to enter a Chakra Frenzy for 1 minute, gaining the following benefits: • You have advantage on Strength Ability checks and Saving throws. • When you make melee weapon attacks using Strength or Dexterity, you gain a bonus to damage rolls equal to 1/3rd of your Taijutsu Specialist level (Rounded up). You choose which ability score when you enter your chakra frenzy. • You have resistance to bludgeoning, piercing and slashing damage. While your Chakra Frenzy is active, you can only maintain concentration on Jutsu with a range of Self. Your Chakra Frenzy ends early if you are knocked unconscious or if your turn ends and you have not attacked a hostile creature or forced one to make a saving throw or you have not taken damage since then. You can also, end your Chakra Frenzy on your turn as a bonus action. FORCE OF RAGE Starting at 6th level, you have imbued your frenzy with your own chakra to add additional effects to it. Choose a jutsu you know with a casting time of 1 action or 1 bonus action, a range of self, and that lasts for at least 1 minute, with or without concentration. When you activate your Chakra Frenzy, you can spend additional combo points to cast your chosen jutsu as part of the same bonus action based on the rank of the jutsu casted. (D-Rank: 1 Combo Point, C-Rank: 2 Combo Points, B-Rank: 3 Combo Points, A-Rank: 4 Combo Points, S-Rank: 5 Combo Points.) When cast in this way, you do not need to pay any chakra cost to maintain your concentration on it, and you can concentrate on it while your Chakra Frenzy is active. You can switch this jutsu when you gain a level in this class. RELENTLESS FURY Starting at 10th level, your fury can keep you fighting despite grievous wounds. If you drop to 0 hit points while your Chakra Frenzy is active, you do not die or fall unconscious immediately. Instead, you make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. When you reach 17th level, each time you succeed on this saving throw, your fury further invigorates you, granting you advantage on any attacks you make until the end of your next turn UNSTOPPABLE FURY Beginning at 14th level, your Chakra Frenzy is so fierce that it ends early only if you fall unconscious or if you choose to end it. Additionally, when you roll a 1 or 2 on an Unarmed Combat damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. FURY OF THE RIGHTEOUS Beginning at 17th level, your passionate anger has reached a zenith so pure, that others who follow this path can only ponder how it is you attained this level of wrath. While you are gaining the benefits of your Chakra Frenzy class feature, you have become unstoppable. For the duration of the Chakra Frenzy your speed cannot be reduced, and you are immune to the Berserk, Charmed and frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your Chakra Frenzy, immediately ending the aforementioned effects.


114 RUIN Taijutsu Specialists who take shinobi prosthetics, tech, or augments and use them to enhance their martial prowess are known as “Ruin”. They incorporate devices to harness their chakra for them, allowing them to fight with one less thing to focus on and worry about. BATTLE READY When you choose this style starting at 3rd level, through intensive research, trial and error, or sheer dumb luck, you have discovered a way to enhance your Taijutsu, through a Catalyst for your chakra, which you wear on your person either on your armor, or as a part of your daily attire. This Catalyst’s design is one of your description. They can be vented boots, or special gloves. With this catalyst, you can weave it into your clothing over the course of 1 hour. Once complete, you gain the following benefits; • +1 Bonus to AC, if integrated into Light or Medium Armor. • When making Constitution (Chakra Control) Ability checks, you may add your unarmed combat die to the roll. • When you would take Chakra Damage, or have your chakra reduced by a hostile effect or creature, you reduce the amount of chakra lost, by 1. This protection increases as you gain levels in this class, becomes 2 at 9th, 3 at 14th, and 4 at 20th. • You gain the benefits of the Enhanced Movement Class feature even if wearing Light or medium armor. ELEMENTAL SPECIALIZATION Also, at 3rd level, Choose a Nature Release Keyword. You gain a Jutsu with the chosen keyword that you qualify for. This jutsu is sealed into your Catalyst, meaning you cannot cast this jutsu without having access to it. You may select another Jutsu with the same keyword at 6th, 9th, 13th, and 17th levels. Jutsu gained this way do not count against your known jutsu limit as they are all sealed inside and cast from, your catalyst. Additionally, Ninjutsu cast from your catalyst ignore the Hand Seal (HS) and Chakra Molding (CM) components when casting them. Finally, when you cast a Ninjutsu from your Catalyst, you may spend a number of Combo Points equal to the rank of the ninjutsu cast. When you do, you may use your Taijutsu Attack bonus, Save DC and Ability modifier for all of the jutsu’s calculations. (D-Rank: 1 Combo Point, C-Rank: 2 Combo Points, BRank: 3 Combo Points, A-Rank: 4 Combo Points, SRank: 5 Combo Points.) UNRELENTING ASSAULT Starting at 6th level, you've honed your relentless combat style to a point where you can easily follow through with your attacks, even when your enemies try their best to resist. Once per turn, when you miss with an attack, the target takes damage equal to your unarmed combat die + your Taijutsu ability modifier. PUSH THROUGH IT Starting at 10th level, by spending 1 Combo point, you gain resistance to the damage type corresponding to your chosen nature release for 1 minute. If you have resistance from another source, such as another feature or a jutsu, you reduce damage taken by the chosen damage type by 3. (This damage reduction occurs after resistance has been applied.) Additionally, whenever you use a Taijutsu with the finisher keyword, you may spend 1 combo point to change the damage type to one corresponding to your chosen nature release. DEADPOOL Beginning at 14th level, you've perfected your ruin taijutsu to continuously rock your enemies to their cores, even in the midst of direct assault. Whenever you are subject to an attack or effect that would deal damage to you, you may use your reaction spend combo points to reduce the amount of damage taken by an amount equal to 5 x the number of combo points spent. Record the damage reduced, adding all damage reduced using this feature, up to a maximum amount equal to 3 times your Taijutsu Specialist level. This recorded value is called the “Deadpool”. While you have a value recorded in the Deadpool, you gain access to 2 special actions. You may use either of these actions once before you must complete a short or long rest. If 1 Minute passes, you are incapacitated, or knocked unconscious you take force damage equal to the total value of your Deadpool. Damage taken this way cannot be reduced by any means as the stored chakra explodes with you at the epicenter. At 17th level, you may instead use these actions a number of times equal to your Taijutsu Ability Modifier per long rest. AMASS As a Reaction, to being hit with an attack or forced to make a saving throw that would deal damage as a result of a jutsu, you may spend all of the Deadpool. When you do, you gain temporary hit points equal to the Deadpool. If you have left over Temporary hit points after the conclusion of the attack or jutsu, you release a surge of chakra. All creatures within 15 feet of you, of your choice must succeed a Strength Saving throw vs your Taijutsu save DC. On a failed save, they take twice the remaining temporary hit points as damage of a type that corresponds with the Nature Release chosen in your Elemental Specialization., or half as much on a success. All remaining temporary hit points vanish afterwards. UNLEASH When you hit a creature with a Taijutsu attack, you may spend your Deadpool. When you do, you deal additional damage equal to your Deadpool of a type that corresponds with the Nature Release chosen in your Elemental Specialization class feature. UNBREAKABLE Beginning at 17th level, you've honed your body into an unstoppable force for your foes to break upon. Increase your Constitution Score by 2, your maximum for this score also increases by 2.


115 STANCER Taijutsu Specialists who take specialize in multiple stances, are known as “Stancers” able to jump back and forth between multiple stances, mixing and matching them to maximize their martial effectiveness and potential. MIXED MARTIAL ARTS When you choose this style starting at 3rd level, you may learn one Taijutsu Stance found in Chapter 13: Customization Options that you do not know. While in any Taijutsu stance, you may spend 1 Combo Point to gain the benefit of a Second Taijutsu Stance that you know, simultaneously for the next minute. COMBO BREAKER Also, at 3rd level, you learn to combo your attacks together into a flurry of attacks, strikes, dodges, and feints, never letting up and never giving them any form of reprieve. This takes shape in the form of four new Combo’s listed below; ALPHA COUNTER While you are gaining the benefits of Patient Defense, when a creature misses you with an attack, you may as a reaction spend 1 Combo point. When you do, you may immediately perform a Flurry of Blows. If you do, you immediately lose the benefit of Patient Defense. DODGE CANCEL When you hit a creature with at least two unarmed attacks, or weapon attacks using Taijutsu Specialist weapons, the same turn you use Flurry of Blows you can spend 1 Combo point to use Patient Defense. WAVE DASH While you are gaining the benefits of Step of the Wind, if your movement would provoke an attack of opportunity, you can spend 1 Combo point. When you do, you may immediately perform a Flurry of Blows targeting the same creature that is performing an attack of opportunity. VANISH While you are gaining the benefits of Step of the Wind, if a creature would perform a reaction, you can spend 1 Combo point. When you do, you teleport to a space within 5 feet of the triggering creature that can hold you. MUSCLE MEMORY Starting at 6th level, your study of martial arts and their respective stances have become all encompassing, allowing you to make use of the knowledge mid combat. By spending 1 Combo points, select one hostile creature you can see, and make a Martial Arts Ability Check, using either Strength or Dexterity (Your choice.) vs a DC (8 + The target creatures Level). On a success, your next melee attack that hits that creature, adds 1 additional damage die. If the result of your Martial Arts Ability Check is 5 or higher, for every 5 you get over the DC, you increase the Bonus damage die by +1. You may use this feature a twice per creature, per short rest. Beginning at 10th level, when you would use this feature, you can choose to spend additional combo points after the first. For every combo point spent this way, you gain a 1d4 bonus to your Martial arts check. Beginning at 14th level, this bonus increases to 1d8. STANCE BLENDING Starting at 10th level, you may select one Taijutsu Stance that you do not know. Additionally, by spending 2 Combo Points, you can gain the benefit of up to 3 Taijutsu stances Simultaneously for the next minute. Additionally, while gaining the benefit of two or more Stances, you add both your Strength and Dexterity modifier to the damage of unarmed attacks. STANCED COMBAT Beginning at 14th level, you've perfected fighting with multiple stances at once. If you are gaining the benefit of a stance that has a special ability, that you can use as a Bonus action such as the Serpent Fist’s bonus action ability, or the Dragon Fist’s bonus action ability, you can instead spend 1 Combo point to perform it as a part of your Attack action, at no additional cost. If a stance you are benefiting from has a special ability that requires An Action, or Full Turn Action, you can instead spend 1 combo point to perform it as a Bonus action, once per turn. THE STANCER Beginning at 17th level, you have become an absolute master at combining stances into a blended mix. Your Unarmed Strikes also gain the Critical, Deadly, and Blocking property. The cost of Stance Blending is reduced by 1 Combo Point. Additionally, while gaining the benefit of your Stance Blending feature, you may add your Wisdom modifier to the damage of Taijutsu Attacks that add your Taijutsu Ability Modifier. Credit: Granblue Fantasy


116 TALENT & FOCUS Taijutsu Specialists who Blend their style with Talent and Focus have a level of perfection about them. Their Talent comes from hard work, dedication, and a never-ending supply of determination to always be better than the previous day. With this blend of ideologies and innate skill You are able to achieve and break limits others thought impossible. UNNATURAL TALENT When you choose this Style starting at 3rd level, you focus all of your effort on surpassing the limits of your body, allowing you to perform more Combos than normally possible. You Increase Your Combo points by 3. You Gain more Combo Points than normal as you gain levels in this class based on the Unnatural Talent Combo Point Chart. Additionally, unarmed attacks you make are treated as if they have the Critical and Deadly Weapon Properties. Additionally, you can spend 1 Combo Points to grant yourself advantage on all Strength and Dexterity Ability Checks until the end of your turn ENHANCED PATIENCE Also, at 3rd level, you learn to control the flow of combat when you act defensively and anticipate your enemies attacks You learn 1 of the following combo string features. At 10th, 14th, and 17th levels you add 1 more. Redirected Aggression. When a Hostile creature makes a melee attack and misses, you may as a reaction, immediately spend one Combo Point to redirect the missed attack back towards them. Make an Unarmed Attack roll. On a hit, the creature suffers their own damage as if they attacked themselves. Shatterpoint. When you use Patient Defense and then make an unarmed attack after, the target creature must succeed a Constitution Saving throw, Losing 1 Damage Resistance until the end of your next turn. Fractured Stance. When a Hostile creature makes a melee attack and misses after you used Patient Defense, you may make a single unarmed attack against the creature, this does not cost a reaction. If it Reduces the target creatures HP to 0, You regain 2 Combo points. Impatient Defense. When you take the Patient Defense Action, you may Instead grant yourself Advantage on your next Unarmed or Taijutsu attack. Deflect Missiles. When you would take damage from a ranged weapon attack, you can reduce the damage dealt by your Unarmed combat die + Your Taijutsu Modifier + Your Taijutsu Specialist Level as a reaction. If you reduce the damage to 0, you can spend 1 combo point to deflect the ranged attack back at the target if they are within 60 feet of you. You make the attack as a Ranged Taijutsu attack, regardless of the attack’s properties. FOCUSED STRIKE Beginning at 6th level, you can interfere with the chakra flow in one’s body with a single strike in your opponent’s open defenses. When you hit another creature with a melee weapon attack, you can spend 5 combo points to attempt a Focused Strike. The target must succeed a constitution saving throw vs your Taijutsu save DC, or be stunned until the end of their next turn. TALENTED ADAPTATION Beginning at 10th level, when you would complete a rest of any type, choose one of the following damage types; Bludgeoning, piercing, slashing, force, fire, lightning or cold. You mold and manifest your chakra imitating a small selection of nature release or weapon shape, enhancing a single attack. On your turn, you can spend 2 combo points. When you do, the first melee weapon attack you make against a creature is treated as the selected damage type and increases the damage dealt by 1 die on a hit. This bonus lasts until the end of your turn. If this feature is used in the same attack with Focused Strike if the target fails by 5 or more, they instead become paralyzed until the end of their next turn. UNMATCHED TALENT & FOCUS Starting, at 14th Level your patient and reactionary fighting style has become stuff of legend. Whenever a creature misses you with an attack, you may spend 1 combo point to use your flurry of blows feature as a reaction. TALENTED BLOW Starting, at 17th Level you have learned to take full advantage of your Focused Strike. When a creature would suffer the effects of your Focused Strike, you may spend an additional 5 Combo points, dealing 8d10 necrotic damage to the stunned creature. You may spend additional combo points, dealing an additional 2d10 for each additional combo point spent. Alternatively, if you used both Focused Strike and Talented Adaptation and a creature becomes paralyzed as a result, you can spend an additional 5 combo points. When you do, you deal 8d12 necrotic damage to the paralyzed creature. You may spend additional combo points, dealing an additional 2d12 for each additional combo point spent. UNNATURAL TALENT, COMBO POINT CHART Level Combo Points 3rd 6 4th 7 5th 8 6th 11 7th 12 8th 13 9th 14 10th 16 11th 17 12th 18 13th 19 14th 21 15th 22 16th 23 17th 24 18th 25 19th 26 20th 27


117 WEAPON SPECIALIST An Inuzuka draws their twin hand scythes as they then drop a smoke bomb at their feet, and begin to swing their weapons through the smoke using their artificially created environmental advantage to their benefit. Slicing and dicing their enemies when they cannot see through the smoke while the Inuzuka can smell them. A Sarutobi draws their longbow, as they coat it in lightning, firing it off into the sky, creating lightning strikes where the arrow lands striking down their foes with extreme prejudice. These shinobi, different as they might be, are connected by one common factor, they are masters Swordsman, bowman and many other tools of the trade in the shinobi world. These weapons define the user, allowing them to shift the tides of battle with the edge of a blade of the knock of a bow, the song of a flying shuriken or the lethality of a flying kunai. CHARACTER INSPIRATIONS When designing this class, it was built with the intent to allow players to utilize different types of Weapons, ninja tools and be able to use that exclusively in a world of Jutsu and seemingly ranged superiority. This Class allows for a variety of fighting styles as shown in the Naruto series and other Manga series that specialize in martial weapon dominance. Players would be able to match or exceed their allies in combat, close- & Longrange sustained combat by being more effective at using Weapons and Ninja tools than the other classes. The characters this class is pulling inspiration from are as follows: Asuma Sarutobi, TenTen, Zabuza Momochi, Kisame Hoshigaki, Temari, Kankuro, Killer B, Mifune, Darui, and Sasuke Uchiha CREATING A WEAPON SPECIALIST When creating a Weapon Specialist consider a few things about the character in regards to their stance on fighting and how they view ninja tools. Do they use their weapons as a tool of war or peace? Do they use their weapons as a way to share their ideals while in combat or is it an extension of themselves? Do they use their weapons as a way to give themselves discipline and teach themselves patience? Did they train under another very skilled Shinobi? Or did they become enamored by the people around them and want to emulate their skills and techniques? QUICK BUILD You can make a Weapon Specialist quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Constitution. Second, choose the Hyūga, Sarutobi, Inuzuka, Uchiha or Non-Clan, Clans.


118 CLASS FEATURES As a Weapon Specialist, you gain the following class features. HIT POINTS Hit Dice: 1d10 per Weapon Specialist level Hit Points at 1st Level: 10 + your constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Weapon Specialist level after 1st. CHAKRA POINTS Chakra Dice: 1d8 per Weapon Specialist level Chakra Points at 1st Level: 8 + your constitution modifier Chakra Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Weapon Specialist level after 1st. PROFICIENCIES Armor: Light armor, medium armor, Heavy Armor Weapons: All Simple and Martial Weapons Ninja Tools: Trapper Kit, Poison Kit, Weaponsmith Kit, Armorsmith Kit Saving Throws: Strength, Constitution Skills: Martial Arts, Choose three from Acrobatics, Athletics, Crafting, History, Intimidation, Perception, Sleight of Hand, Stealth, Survival EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) Padded Armor or (b) Combat Jacket or (c) Flak Jacket. • (a) 1 Simple Weapon or (b) 1 Martial Weapon • (a) 1 Simple Weapon or (b) 1 Martial Weapon • (a) One Kunai stack or (b) One Shuriken stack • 2 Paper Bombs JUTSU CASTING NINJUTSU Ninjutsu save DC = 8 + your proficiency bonus + your Intelligence modifier Ninjutsu attack modifier = your proficiency bonus + your Intelligence modifier GENJUTSU Genjutsu save DC = 8 + your proficiency bonus + your Wisdom modifier Genjutsu attack modifier = your proficiency bonus + your Wisdom modifier TAIJUTSU Taijutsu save DC = 8 + your proficiency bonus + your Strength modifier Taijutsu attack modifier = your proficiency bonus + your Strength modifier WEAPON FOCUS Starting at 1st Level, the Weapon Specialist chooses a weapon type (Such as Katana’s) that they will specialize into. This weapon becomes known as your Weapon Focus. Weapons of that selected type gains a +1 Bonus to Attack & Damage rolls and gain one trait from the following list. Bonuses to attack and damage gained from this feature also apply to Bukijutsu cast using this weapon type. Once selected you cannot go back and change your selection. Additionally, when using a weapon, you are proficient in, as a component in a bukijutsu or when using the Martial Arts skill, you may instead use your Dexterity Modifier in place of your Strength for your Attack & damage rolls and Save DC and you may always use Bukijutsu that, the weapon originally qualified for regardless of its current damage type if under the effects of jutsu, weapon seals or features. At the 9th level of Weapon Specialist, you choose between the following; • Select another weapon type to specialize in, granting the newly selected weapon a +1 Bonus to Attack & Damage rolls and a trait. • Grant your current Weapon Focus an additional +1 Bonus to attack & Damage rolls and another trait. At 15th level, you choose between the following; • Select another weapon type to specialize in, granting the newly selected weapon a +1 Bonus to Attack & Damage rolls and a trait. • Select one of your current Weapon Focuses granting them an additional +1 Bonus to attack & Damage rolls. And a trait. WEAPON FLURRY Also, at 2nd Level, you are an unrelenting flurry of weapon attacks. You can perform a series of different techniques called Flurry Techniques. These Flurry Techniques are fueled by Flurry Die. This die changes as you gain Weapon Specialist levels, as shown in the Flurry Die Column of the Weapon Specialist Class table. Once per Turn, you can use one of the following Flurry Techniques. Some Flurry Techniques require your Opponent to make a Saving throw. The Save DC for these Effects are calculated using your Taijutsu Save DC. You gain additional Effects from your Weapon Form as you gain levels in this class. You can only use Flurry Techniques with weapons you have marked as your Weapon Focus; Trait Requirement Trait Requirement Blocking - Multiattack - Critical - Reach (Can be taken twice) Melee Deadly - Returning Ranged or thrown Disarm Melee Thrown (30/60) - Finesse Not-Two Handed (Excluding bows) Trip Melee Grapple Melee Versatile Melee, Not Light or Heavy Hidden Light -


119 ENHANCED DEFLECTION As a reaction you can roll a Flurry Die and add it to your AC against one attack before the start of your next Turn. CHAKRA STRIKE When you hit a creature with a weapon attack, you spend 5 Chakra to deal additional damage to the target. The Extra Damage is 2 Flurry Die. For every additional 5 Chakra you spend, increase the flurry Die by 1, up to a maximum of 8 Flurry Die. PERCEPTIVE AUGMENTATION Your Speed increases by an amount equal to 5 x your Flurry Die until the end of your turn. FOCUSED EFFICIENCY When you cast a Bukijutsu you may reduce the cost of that jutsu by an amount equal to half your Flurry Die (Min 1.). You cannot reduce a jutsu cost below 1 using this feature. WEAPON STANCE Beginning at 2nd Level you adopt a particular Weapon Stance as your specialty. Choose one of the Weapon Stances located in Chapter 13: Customization Options; You can’t take a Weapon Stance more than once. WEAPON FORM When you reach 3rd Level, you begin to focus your studies on a specific fighting form with your weapons. Your Form grants you Features at 3rd level, and again at 6th, 13th, & 20th Levels. Alongside these Forms, you also learn a Style to help compliment the form you’ve chosen. You start with 1 style from your chosen weapon Form, and gain more as you level up as a Weapon Specialist. ABILITY SCORE IMPROVEMENT/FEAT When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. CRITICAL FOCUS Starting at 7th Level, your critical threat range with weapon attacks and Bukijutsu attacks increased by +1. This increases to +2 at 14th level. At 18th level, when you score a critical hit with these types of attacks, you deal an additional die of damage. BATTLE READINESS Starting at 10th level, you have fully learned how to meld your physical self with the Spiritual. You have advantage on Initiative Checks. SUPERIOR ATTACK Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.


120 WEAPON FORMS BATTLE DANCER FORM Weapon Specialist who focuses on the Battle Dancer Form, utilizing their ruthless efficiency to decimate and defeat unprepared opponents with powerful and deadly melee attacks. BATTLE TECHNIQUES Starting at 3rd level, you learn additional Flurry Techniques that supplement your Battle Dancer Form. Disastrous Strike. When you would use the Chakra Strike Flurry Technique, you can spend an additional 3 chakra, when you do, increase the number of Flurry die rolled by +1. You also reroll all 1’s and 2’s, taking the second result. Forced Regression. When you hit a creature with a Melee weapon attack, you can spend 5 Chakra, to cure one condition you are currently under the effect of except Exhaustion. BATTLE DANCER STYLES Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 Style from the following List, and gain more as gain levels in this class based on the Styles Known Table of the Weapon Specialist. Destructive Dance. Select one creature as a Bonus action that you can see within 30 Feet of you. You add half of your Weapon Specialist Level to the next Bukijutsu you casts Damage rolls. The target creature gains advantage on attacks against you until the end of their next turn. If you score a critical hit during the turn you use this feature, you instead add your total Weapon Specialist level to the critical hits damage roll, and the target does not gain advantage against you. You can use this feature twice per short rest. Disaster Dance. Once per turn, when you use your Action to Dash, if you end your movement within range to make a melee weapon attack, you may cast a Bukijutsu against the target, gaining the benefit of the Focused Efficiency flurry technique. Once you use this feature you must spend an Action recovering from the strain before you can use it again. Exploitive Dance. Once per turn, when you hit a creature two times using a Bukijutsu or weapon attack, you may deal additional damage equal to two flurry die. Mobility Dance. Once per Turn, when a creature deals damage to you with a Ranged attack, as a reaction, move up to your full movement towards the triggering creature. This movement does not provoke attacks of opportunity. You may gain the benefit of the Perceptive Augmentation flurry technique when you use this feature. Savage Dance. Select One creature as a Bonus Action that you can see within 30 Feet of you. You have advantage on the first Attack roll you make using a Bukijutsu each turn for the next minute. Additionally, you have disadvantage on all attacks made against all other creatures for the duration. This stance ends early if the creature of your hit points drop to 0, either of you fall unconscious or you end it as a bonus action. You can use this feature twice per short rest. Storming Dance. When you score a critical hit with a Bukijutsu or Melee weapon attack, you can make one additional melee weapon attack against the same creature. You may gain the benefits of this feature no more than once per turn. RELENTLESS Starting at 6th Level, add your Strength or Constitution modifier (Your choice) to your initiative. Additionally, your speed increased by +10. WHIRLWIND SWEEP At 13th Level, you can use your action to make a melee weapon attack against any number of creatures within range of your melee weapon, making a separate attack roll for each target. You can use any of your Flurry Techniques once for each target. Additionally, all creatures within 15 of you, excluding those who you scored a hit against, must succeed a Dexterity saving throw vs your Taijutsu Save DC. On a failed save they fall prone and are Dazed until the end of their next turn. You can use this feature twice per rest. MASTER OF AGGRESSION At 20th level, your presence on the battlefield is a graceful blur of deadly blades, crippling hammers and daring acrobatics. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2. Additionally, as an Action, by spending 10 Chakra, you select one creature you can see within 90 feet of you. You spend your movement moving at unreal speeds in a straight line towards the target, ending your movement within 5 feet of them, ignoring all difficult terrain or obstructions in your path. This movement does not provoke attacks of opportunity. Make a melee weapon attack for each creature within 10 feet of the path you took. You can use any of your Flurry Techniques effects twice on each target at half the cost (rounded down). You can use this feature once per rest.


121 GUNGNIR PIERCER FORM The Weapon specialist who focuses on the Gungnir Piercer Form, trains in the art of the ultimate spear. A fighting style designed to pierce through all manner of defense, and completely deconstruct an enemy’s weaknesses on a surgical level. While utilizing this form you make use of a series of techniques made to strike swiftly and accurately. GUNGNIR PIERCER TECHNIQUES Starting at 3rd level, you learn additional Flurry Techniques that supplement your Gungnir Piercer Form. Fenrir’s Claw. When you target a creature with a melee weapon that deals piercing damage, you can spend 5 chakra, rolling 1 flurry die, reducing the target creature’s AC by half the result. (Min 1.) until the end of the current turn. Heimdallr Vision. When you target a creature with a melee weapon that deals piercing damage, you can spend 5 Chakra, rolling 1 flurry die, adding the result to your attack rolls against the selected creature until the end of current turn. GUNGNIR PIERCER STYLES Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 Style from the following List, and gain more as gain levels in this class based on the Styles Known Table of the Weapon Specialist. Mímir’s Wisdom. As a bonus action, select one creature whom you can see, within 60 feet of you. For the next minute, they do not add their Dexterity Modifier to their AC against Melee Weapon attacks you make with a weapon that deals Piercing damage. You cannot use this effect more than once per short rest. Hœnir’s Silence. As a bonus action, by spending 5 chakra, you coat, a weapon you are holding, that deals piercing damage, in a muting chakra. The next time you would deal piercing damage with this weapon before the end of your turn, you force the target of your attack to make a Wisdom or Constitution Saving throw (your choice), being unable to mold chakra until the end of your next turn. Freya’s Golden Tears. As a bonus action, until the end of your turn, when you deal 10 or more piercing damage with a melee weapon or bukijutsu, the target gain 1 rank of bleeding. For every 10 additional damage beyond 10, they gain 1 additional rank of bleeding up to a maximum of 5 ranks. Thor’s Wrath. When you take the Attack action, using a melee weapon that deals piercing damage, you may cast a Bukijutsu that deals damage as a Reaction, gaining the benefits of the Focused Efficiency flurry technique. Vitharr’s Vengeance. As a reaction when you would take damage from any source, each instance of damage you take until the beginning of your turn grants your next melee weapon attack with a piercing weapon one additional flurry die to damage. SIGURD’S HEROISM Beginning, at 6th level, your form of combat has instilled you with a sense of heroism, that fills you with a sense of both pride, and hope, while also making it difficult for you to look the other way when someone is being hurt, if you can prevent it. When you see a creature within your movement speeds range, about to take damage, you may as a reaction, interposing redirecting the attack towards you as if you were the original target of the attack, moving yourself up to the target creature, ending your movement within 5 feet of them. FAFNIR’S FANG Starting, at 13th level, you have learned to lace your weapons with a layer of chakra, sharpening it to a point where even the slightest movement causes the wind to sing as your edge cuts through the air. When you score a critical hit with a melee weapon attack that deals piercing damage, the target creature gains 3 ranks of bleeding. RAGNARÖK Starting, at 20th level, your skill with piercing weapons have reached a point of legend. As a bonus action, by spending 20 chakra, you seal all your chakra within your body, locking it within yourself, while also creating a shell of chakra around your melee weapon that deals Piercing damage. For the next minute, you cannot cast or maintain Ninjutsu or Genjutsu. Additionally, For the next minute when you deal piercing damage with a weapon attack, you deal additional damage equal to twice your flurry die. Creatures who are bleeding take twice as much damage. After 1 minute, this feature ends, you gain one rank of exhaustion, and you cannot use this feature again until you finish a long rest.


122 OBSIDIAN HAMMER FORM The Weapon specialist who focuses on the Obsidian Hammer Form, trains in the art of brutality focused around smashing through all obstacles. This form, allows the practitioner to attack with the ferocity of a crashing wave, a collapsing cave, or a compressed star. This fighting style specializes in crippling attacks that break your opponents with powerful strikes that quake the earth. OBSIDIAN HAMMER TECHNIQUES Starting at 3rd level, you learn additional Flurry Techniques that supplement your Obsidian Hammer Form. Crippling Darkness. When you target a creature with a melee weapon attack that deals bludgeoning damage, you can spend 5 chakra, adding 2 flurry die to the damage roll. On a successful hit, the target must succeed a Strength saving throw being weakened on a failed save, as their bones become cracked and brittle after impact. Syphon Strike. When you hit a creature with a weapon attack that deals bludgeoning damage, you can spend 5 chakra, rolling 2 flurry die, regaining Hit points equal to the result of the flurry die. Unmend. When you hit a creature with a melee weapon attack that deals bludgeoning damage, you can spend 3 chakra. The next time the target would regain hit points by any means, they reduce the amount healed by an amount equal to three flurry die. OBSIDIAN HAMMER STYLES Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 style from the following list, and gain more as you gain levels in this class based on the Styles Known Table of the Weapon Specialist. Shadow Wall. As a Reaction on your turn, you release chakra creating a spectral shield of obsidian colored chakra in front of you. Roll 2 flurry die, and record the result. Until the start of your next turn, you take reduced damage equal to the result from all sources. Unleashed! As a Bonus action on your turn, you release a well of obsidian colored chakra from within yourself, magnifying your power ten-fold. Until the end of your turn, when you deal damage with a weapon attack that deals bludgeoning damage, you deal additional damage equal to 2 flurry die. You can use this feature twice per long rest. Gritty End. When you would reduce a creatures hit points to 0, using a weapon that deals bludgeoning damage, you gain an additional action, which you can use to make a single weapon attack. This additional attack deals additional damage equal to 2 flurry die. If you trigger this effect more than once, you continue to add additional flurry die with each trigger. You can use this feature a number of times equal to your Taijutsu Ability Modifier per long rest. Reprisal. When you would deal damage to a creature maintaining a jutsu or with a jutsu currently active, with a weapon that deal bludgeoning damage, you may, as a bonus action, spend 5 chakra, immediately break their concentration, ending one of their jutsu’s effects, with no need for them to make a concentration check. Provoke. As a bonus action you may take an open stance while also screaming at the opposition to not avert their eyes. Creatures who could see and hear you, within 30 feet of you, gain disadvantage on attacks that target any creature other than you. Until the beginning of your next turn. Defiance. When you would make a Strength or Constitution saving throw, while wielding a weapon that deals bludgeoning damage, you may, as a reaction, grant yourself advantage on the saving throw and temporary hit points equal to the result of 2 flurry die. Temporary hit points gained this way vanish at the beginning of your next turn. OBSIDIAN BODY Beginning, at 6th level, if you would use a Flurry Technique granted by Obsidian Hammer Techniques, as a bonus action you may use a second Obsidian Hammer Techniques increasing its cost by +5. If you do, you may double the gained benefit or inflicted effect of that second technique, if applicable. If that technique would force a saving throw, the target makes their saving throw with a 1d6 penalty. OBSIDIAN MIND Starting, at 13th level, your mind has been reinforced with Obsidian thoughts. When you would make a Wisdom or Intelligence saving throw to resist a Genjutsu, you may roll your flurry die, adding the result to your roll. You may do this twice per long rest. OBSIDIAN SOUL Starting, at 20th level, your soul has been conjoined with Obsidian spirits. Your loyalty to the Obsidian Hammer form has begun to pay off in spades. As a Full-Turn action, by spending 20 chakra, you release a jet stream of obsidian colored chakra from every pore of your body, for the next minute. For the duration of this feature, all hostile creatures within 30 feet of you have disadvantage on checks made to maintain concentration on Jutsu they cast, and you add your flurry die to all Weapon and Bukijutsu damage rolls, Strength and Constitution saving throws, and Strength Ability Checks. You can use this feature once per long rest.


123 PHANTOM BLADE FORM The Weapon specialist who focuses on the Phantom Blade Form, trains in the art of a blade style long hidden, and closely guarded. This form, teaches the practician to both attack like a phantom, and to train your phantom to attack as well. This fighting style specializes in Delayed attacks that strike it’s targets long after the attack was ever made. PHANTOM BLADE TECHNIQUES Starting at 3rd level, you learn additional Flurry Techniques that supplement your Phantom Blade Form. Phantom’s Edge. When you hit a creature with a melee weapon attack, with a weapon that deals slashing damage, you spend 5 chakra to delay all of your attacks damage for each successful attack that hits the target creature. At the beginning of the targets next turn, they take all of the damage they would have taken this turn from all of your weapons delayed damage at once + additional damage equal to twice your flurry die. Phantoms Eclipse. When you are targeted with a melee attack, while wielding a weapon that deals slashing damage, you may as a reaction, roll 3-flurry die. At the end of the triggering creatures turn, they take delayed damage equal to the result. PHANTOM BLADE STYLES Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 style from the following list, and gain more as you gain levels in this class based on the Styles Known Table of the Weapon Specialist. Ghostly Blade. Once per round, when you target a creature with a melee weapon attack or Bukijutsu, with a weapon that deals slashing damage, you may, as a bonus action cause your blade to gain the properties of a ghost, moving through all defenses at once. Roll 1 Flurry Die. Reduce the targes Armor Class by the result, until the end of your current turn, against only your attacks. You may use this stance twice per rest. Specters Dance. Select one creature you can see or hear as a bonus action. While wielding a melee weapon that deals slashing damage, you gain Blindsight against the selected creature for 1 minute, until you or the target drops to 0 hit points, or you fall unconscious. You may use this stance twice per long rest. Haunting Siphon. When you would reduce a creatures hit points using a melee weapon that does slashing damage, until the end of your next turn, the target cannot regain hit points by any means. Ghastly Execution. When you would reduce a creatures hit points to 0 using a melee weapon that does slashing damage, the damage is delayed until the beginning of their next turn. You gain an additional Action, which can be used to take the attack action using a melee weapon attack that deals slashing damage, targeting another creature you can reach with your remaining movement. If you would reduce another creatures hit points to 0 using this new attack, delay the damage as you did prior, gaining a new action with the same limitation as before. You can gain a number of additional actions this way three times per rest. Oppressive Revenant. When you would cast a Bukijutsu with a melee weapon that deals slashing damage, you may as a Bonus Acton release a surge of phantasmal chakra. All creatures within 15 feet of you must succeed a Constitution Saving throw, being unable to Mold Chakra or make a reaction against you until the end of your next turn. Creatures affected by this feature, takes additional damage equal to your Flurry die once per turn when they would take damage. You can use this feature twice per long rest. Delayed Etherealness. When you hit a creature with a Taijutsu with the Bukijutsu Keyword that deals slashing damage, the damage you deal is delayed until you release the delayed effect to deal damage equal to the delayed damage. If you deal any additional Slashing damage, this is added to the delayed damage total. At the end of each of your turns, you add additional damage to the delayed damage equal to one flurry die. Maintaining this delayed damage from this style counts as concentrating on a Jutsu. You may release the delayed damage from this style as an action on your turn. If you lose concentration, while maintaining this effect, the delayed damage is lost. FIRST STEP: A SINGLE DROP Starting at 6th Level, you have learned that delaying attacks can grow stronger, the longer they are delayed. When you would delay damage using any Weapon Specialist Class Feature, you may extend the delayed damage up to the end of your next turn (This delay extension does not cost any additional action). When you do, the delayed damage dealt increased by an amount equal to 3 flurry die. You may use this feature Twice per short rest. Additionally, when you would use a Flurry Technique granted by the Phantom blade subclass, that rolls a flurry die, you roll one additional Flurry die, adding it to the results of any effect used. SECOND STEP: OVERFLOWING MALICE Starting at 13th Level, you can use your action to take the Overflowing Malice stance, so long as you have a melee weapon that deals slashing damage. When you do, until the beginning of your next turn, you gain a number of additional reactions equal to your Proficiency bonuses. For the duration, creatures within 15 feet of you provoke attacks of opportunity when they take any action. Your Melee Weapon attacks gain the reach 3 quality while you are in the Overflowing Malice Drawing Stance. Attacks of opportunity that score a successful hit on a target can trigger up to two Flurry Techniques instead of 1. LAST STEP: PHANTASM STANCE At 20th level, your presence on the battlefield is a ghastly visage of ghoulish attacks, and dastardly blades. Your Strength or Dexterity (your choice) and Wisdom or Intelligence scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you would roll flurry die you roll an additional flurry die. This is in addition to First Step: A Single Drop. When you would roll a flurry die, if the result of the roll on the roll is less than 4, The result becomes 4.


124 PRIMAL WEAPON FORM The Weapon specialist who trains in the art of the Primal Weapon, infuses their attacks with their natural born Nature Release, releasing powerful elemental strikes with each attack. PRIMAL WEAPON TECHNIQUES Starting at 3rd level, Select one Nature Release. (Earth, Wind, Fire, Water, or Lightning Release). You gain the ability to learn Ninjutsu with the select Nature Release. If you select a Nature Release you already have, you can instead learn one Jutsu of the chosen Nature Release that you Qualify For. You also learn additional Flurry Techniques that supplement your Primal Weapon Form. Primal Reverb. When you hit a creature with a weapon attack, you can spend a bonus action and 5 chakra. When you do, all creatures within 5ft of the target, excluding you, take an amount of damage equal to your flurry die + Your Ninjutsu Ability Modifier of your chosen nature release’s corresponding damage type. Primal Strike. When you hit a creature with a weapon attack, you can spend 5 chakra to force them to make a constitution saving throw. On a failed save, they suffer 1 Rank of your Chosen Nature Releases Primal Effect found on the Primal Effect table at the end of this class description. Primal Pulse. When you are hit by a creature, while you can mold chakra, you can, as a reaction, spend 5 chakra. When you do, roll 1 Flurry Die, and record the result. You gain temporary Hit points equal to 3 x the result of the flurry die until the end of the current turn. PRIMAL WEAPON STYLES Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 style from the following list, and gain more as you gain levels in this class based on the Styles Known Table of the Weapon Specialist. Primal Riposte. As a Reaction, when you see a creature within 60 feet of you cast a Ninjutsu, Taijutsu, or Bukijutsu that would deal damage, you can cast a Bukijutsu you know with a casting time of 1 Action. This Bukijutsu gains the Clash Keyword if it didn’t prior, and you immediately initiate a clash. If the triggering Ninjutsu does not have the Clash keyword, they make their Clash Check at disadvantage. You may use this feature twice per short rest. Primal Edge! As a Bonus action on your turn, you bathe your weapon in your chosen Nature Release. For the next minute, your weapons damage counts as both its original damage type, and your chosen nature release’s corresponding damage type (Water Release = Cold) for the purpose of triggering features or other jutsu you cast. Additionally, when you deal damage with your weapon, you deal additional damage equal to 1 Flurry die for the next minute. You can use this feature twice per rest. Primal Cloak. As a Bonus Action on your turn, you spend 10 chakra, and coat your body in your chosen Nature Release. For the next minute, you speed is increased by 10 feet, you gain resistance to your chosen nature releases corresponding damage type (Water Release = Cold), and when you deal damage of your nature releases corresponding damage type, you add 1 flurry die to the damage dealt. Primal Shift. When you would deal damage to a creature with a bukijutsu you cast, you can, as a bonus action change the damage type to that of the damage type of your Nature Release. (Water Release = Cold). Provocation. As an action, you select one creature you can see within 30 feet of you. You mark them with a special nature release seal. For the next minute, the first attack you make using an attack that deals the damage type of your Nature Release, it is made at advantage. Primal Penetration. As a Bonus action, you magnify your nature releases power. For the next minute, you ignore resistance to your Nature Releases corresponding damage type. You can only use this feature twice per rest. PRIMAL BLADE Beginning, at 6th level, you learn to manifest a weapon made of pure chakra. As a Free action, once per turn, you can manifest or unsummon your primal weapon. The weapon manifested must be one you have as a Weapon Focus. This weapon is a Chakra Enhanced Weapon, its damage counts as both its original weapons damage type, and as your Nature Releases corresponding Damage type for the purpose of Jutsu and Weapon Specialist class feature interactions. Also, this Primal Weapon gains all weapon seals and properties from any weapons you currently have as your Weapon Focus. This Primal Weapon can have a copy of all seals from any one weapon. Additionally, if you would use a Flurry Technique granted by Primal Weapon Techniques while using your Primal Weapon, you can use a second Flurry Technique granted by your Primal Weapon Technique. (This does not ignore action requirements.) Finally, your Primal Weapons damage die is equal to your flurry die or one of your Weapon focus weapons damage die, your choice. PRIMAL POWER Starting, at 13th level, the first time each turn, you would inflict your chosen Nature Releases Primal Effect Condition, that condition is magnified. If the condition can gain ranks, you instead roll your flurry die, as they gain that many ranks up to the maximum of their conditions allotment until the end of your next turn. If the condition cannot gain ranks, they also gain the weakened condition until the end of your next turn. Additionally, when a target within range of your weapon fails a saving throw for a jutsu you cast that deals your Nature Releases Corresponding Damage type (Water Release = Cold), you can cast a bukijutsu finisher as a bonus action that turn, gaining its finisher effects. MASTER OF THE PRIMAL Starting, at 20th level, your presence on the battlefield is an explosion of the elements and weapons. Your Strength or Dexterity (your choice) and Intelligence scores increase by 2. Your maximum for those scores also increases by 2. Additionally, you can use your Action and 10 chakra to gain the following benefits for 1 minute. These effects end early if you are incapacitated or hit 0 Hit points. Once you’ve used this feature, you can’t use it again until you finish a long rest: • You gain Resistance to Slashing, Piercing and Bludgeoning Damage. • Once per turn, when an ally takes the attack action within 30 feet of you, you may add 2 Flurry die to their damage roll, of your chosen elements damage type. • When you cast a Jutsu of your chosen Nature Release, you can take the Attack Action, as a bonus action.


125 PRIMAL EFFECT TABLE Nature Release Condition Earth Release Dazed Wind Release Bleeding Fire Release Burned Water Release Chilled Lightning Release Shocked


126 RANGER FORM Weapon Specialist who focuses on the Ranger form, exploiting the superiority of ranged combat. Ensuring they keep distance from their targets and overwhelm them with Pinpoint Attacks from a safe distance. RANGER TECHNIQUES Starting at 3rd level, you learn additional Flurry Techniques that supplement your Ranger Form. Blinding Shot. When you target a creature with a ranged Weapon attack, you can spend 5 chakra, adding your flurry die to the attack roll. On a hit, you attempt to blind them, striking them in the eyes. The target must make a constitution saving throw, being blinded until the beginning of your next turn on a failed save. Brutal Shot. When you would hit a creature with a ranged weapon attack, you can spend 5 chakra, adding 2 flurry die to the damage roll. The target must then make a Strength saving throw being Dazed on a failed save until the end of their next turn. Crippling Shot. When you would hit a Creature with a Ranged Weapon attack, you can spend 5 chakra, adding your flurry die to the damage roll. When you do, the Target must make a Dexterity Saving throw. On a failed save the targets movement is reduced by half, are knocked prone and makes their next Dexterity saving throw at disadvantage. RANGER STYLES Also, at 3rd level, you get to choose a Style that supports your combat style. You know 1 Style from the following List, and gain more as you gain levels in this class based on the Styles Known Table of the Weapon Specialist. Shuriken Slinger. Ranged Taijutsu you cast with the Bukijutsu Keyword, that uses Kunai, Shuriken or Senbon as Components deal an additional Flurry Die in damage on a successful hit. Additionally, when you would roll an Ammunition die you roll an additional ammunition die taking the higher result. Dead-eye Stance. You gain a Bonus to Damage rolls made with Ranged Taijutsu Attacks using a Bukijutsu, equal to 1 Flurry die while attacking a creature within 30 feet of you. Additionally, attacking a creature within 5 feet of you does not impose disadvantage on your ranged attacks. Double Jeopardy. When you cast a Bukijutsu, that uses a Ranged Weapon or a weapon with the Thrown Property, that would force a creature to make a Saving throw, a creature that fails the saving throw takes additional damage equal to 1 Flurry Die. If they fail by 5 or more, they take additional damage equal to 3 flurry die. If they fail by 10 or more, they take additional damage equal to 5 flurry die. Creating Distance. Once per turn, when you make a ranged Taijutsu Attack using a Bukijutsu, your movement speed increases by 15 feet while you are moving away from the target creature, until the end of your next turn. Your movement until the end of your turn does not provoke attacks of opportunity. Keen Eyed Stance. Once per turn, when you score a critical hit with a ranged Taijutsu attack using a Bukijutsu, you may add 2 additional damage die to the damage roll. Rangers Aim. Once per turn, you can as a Bonus action take aim at a creature you can see within range. The next Ranged Taijutsu attack you make with a Bukijutsu is made at advantage. CURVED SHOT Starting at 6th level, you learn how to work all the angles of a battlefield to your advantage. Once per turn, when you would miss a ranged Taijutsu attack with a Bukijutsu, you may add one Flurry Die to the attack roll, increasing the attack roll total by the result, potentially turning a miss into a hit. QUICK DRAW Beginning at 13th Level, you learn to perform miracles with your ranged weapons. On your first turn in combat, if you are not surprised, you can use your attack action to attack creatures that have not acted yet. Choose up to 6 creatures that you can see within 90 feet of you. Make a ranged weapon attack targeting each creature. On a hit, you deal your weapons damage and can apply a Flurry Technique to each attack made this way at half the cost. Once you’ve used this feature you must complete a short or long rest before you can use it again. UNMATCHED EFFICIENCY At 20th Level, you have an unmated efficiency for your agility. Your Dexterity and Wisdom scores increase by 2. Your maximum for those scores increases by 2. Additionally, if a Ranged Attack you make, misses a target creature you can treat the miss as a hit. Alternatively, if you fail a Dexterity or Wisdom saving throw, you may treat it as a success. You can use each of these effects twice per rest.


127 SAMURAI FORM Weapon Specialists who focuses on the Samurai form, learn the unique fighting style of the Samurai, allowing a blend of both Ranged and Melee combat from using the Katana, the Naginata to the Bow & arrow, they are specialists in both forms of combat able to adapt to the situation at hand and pull victory through Skill and unmatched talent. KENJUTSU TECHNIQUE Starting at 3rd level, you learn additional Flurry Techniques that supplement your Samurai Form. Fighting Spirit. As a bonus action on your turn, you can spend 10 chakra to give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 10 temporary hit points. You can spend additional chakra in multiples of 5. For every 5 extra chakra you spend you increase the number of temporary hit points gained from this feature by 10. You can gain no more than 30 Temporary hit points from this feature. Temporary hit points gained from this feature last for 1 minute. Riposte. When another creature damages you with a melee or Ranged attack, you can as a reaction, use your Flurry Die to attempt to deflect the attack. When you do so, the damage you take is reduced by two Flurry Die + Your Weapon Specialist level. If You reduce the damage to 0 you can immediately take the attack action against the triggering creature as part of the reaction. You can spend Chakra to increase your Ripostes potency. For every 5 chakra you spend, you roll 1 additional Flurry die, reducing damage further, by the result. You can only increase the number of Flurry die this Technique uses to a maximum of 8. Frenetic Draw. Once per turn, when you would hit a creature with a weapon attack, you can spend 5 chakra. When you do, they must make a Strength saving throw vs your Taijutsu Save DC. On a failed save they gain disadvantage on all attacks and Ability checks they make until the end of their next turn. SAMURAI STYLES Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 Style from the following List, and gain more as gain levels in this class based on the Styles Known Table of the Weapon Specialist. Aggressive Draw. As a Reaction on your turn, you can take an aggressive stance. Until the end of your turn, double your speed and jump distance. You gain an additional bonus action, which you can only use to Dash. Additionally, when you Dash or Jump, you have advantage on the first taijutsu attack or weapon attack you make against each creature within range of your weapon where you land or end your movement. Blade Draw. As a reaction to a creature missing, you with an attack, you may spend 5 chakra. When you do, you gain temporary hit points equal to your Weapon Specialist level for the next minute, and make a weapon attack against the triggering creature if they are within range. On a hit, they gain disadvantage against you for the remainder of their turn. You can use two Flurry Techniques in addition to this attack. Crashing Wave. As a Bonus action, you may spend 5 chakra. When you do, until the end of your turn, you reroll 1’s and 2’s for; Attack rolls, Ability checks, and Saving throws. You must use the new results. (This can be done before any jutsu or feature would force you to remake a saving throw or ability check.). If you roll a Natural 20 as a result of this feature, the next attack you make that deals damage to a creature deals additional damage equal to 3 Flurry die. Defensive Draw. As a Bonus action, you enter a defensive stance. Roll 1 flurry die and record the result. Until the start of your next turn you gain one of the following benefits and can use the selected effect a number of times equal to your flurry die result; • Melee attacks that target you trigger an attack of opportunity that does not cost your reaction. You may use any Flurry Technique in addition to this attack. • When a Ranged attack would target you, make an attack roll. If the result of your attack roll is more than the triggering creatures attack, you negate their attack. Iatsu Draw. By spending your Bonus Action and Reaction on your turn, you can enter a quick strike stance. Your next melee weapon or taijutsu attack before the end of your turn, you add your Weapon specialist level to your next attack and damage rolls. The taijutsu cast must have the bukijutsu keyword. CIRCLE OF PROTECTION At 6th Level, you learn to fend off attacks directed at you, your allies or other creatures nearby. If you or a creature you can see within 10 feet of you is hit by an attack, you can spend your reaction to ward both the creature and yourself. Roll 2 flurry die and add the result to both yours and the target allies AC until the beginning of your next turn. They must be within 10 feet of you to gain the benefit. You can use this feature a number of times equal half your proficiency bonus per long rest. ENHANCED STRIKES Starting at 13th Level, your weapon is constantly being fed your chakra, enhancing its offensive potential. Whenever you hit a creature with a weapon attack using a weapon you have as your Weapon Focus, the creature takes extra force damage equal to your flurry die. MASTER OF FOCUS At 20th level, you might overwhelm even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2. Additionally, as an action, you can spend 10 chakra to gain the following benefits for 1 minute: • You have resistance to Slashing, Bludgeoning or piercing damage. • When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action. • Your attack rolls can’t suffer from disadvantage. • Whenever a creature hits you with a melee attack, it takes force damage equal to half of the damage you take from the attack. • Enhanced Strikes now counts for Bukijutsu that use chosen weapon.


128 SLAYER FORM The Weapon specialist who practices the art of Slaying, become consummate hunters, who live for the chase and the deadly stroke that brings it to a close. Slayers spend most of their time honing their weapon skills, studying the habits and anatomy of foes, and practicing unique combat maneuvers. SLAYER TECHNIQUES Starting at 3rd level, you learn additional Flurry Techniques that supplement your Slayer Weapon Form. These Chakra Sealed Weapon effects all refer to a unique ability which allows them to Study a creature. A creatures studied by any of these Chakra sealed Weapon effects are hereby known as a Studied Target for the purpose of Class features that refer to it. You can only have one Studied Target at a time. Studied Defense. As a bonus action, you may spend 5 Chakra. When you do, you may select and study one creature within 30 feet of you. For the duration, you gain a bonus to your AC, Strength and Dexterity saves and Ability checks equal to half of your Flurry Die result against the studied creature and any Jutsu, features, traits or attacks it may use against you. You can maintain the benefits of this Technique until the beginning of your next turn. If you use this effect while currently gaining the benefits of another Slayer Flurry Technique, you immediately end that other Flurry Technique. Studied Tracking. As a bonus action, you may spend 5 Chakra. When you do, you study one creature within 30 feet of you, gaining a bonus to your Deception, History, Insight, Investigation, Perception, and Survival Ability checks made against that creature, equal to your Flurry Die result. You can maintain the benefits of this technique for 10 minutes. If you use this effect while currently gaining the benefits of another Slayer Flurry Technique, you immediately end that other Flurry Technique. Studied Strike. When you hit a creature with a melee or ranged weapon attack, you may spend 8 Chakra. When you do, you may study the target. If you do, you gain a bonus to weapon damage, against the studied target equal to 1 Flurry Die + 1/4th your weapon specialist level (Rounded down, Min 1). This bonus damage only triggers when you make weapon attacks as a result of the Attack Action. You can maintain the benefits of this Technique until the end of your next turn. If you use this effect while currently gaining the benefits of another Slayer Flurry Technique, you immediately end that other Flurry Technique. SLAYER STYLES Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 style from the following list, and gain more as you gain levels in this class based on the Styles Known Table of the Weapon Specialist. Blood Reader. As a bonus action, select one creature you can see, within 60 feet of you, who does not have maximum Hit points and is a Studied Target. Make a Survival Check using either Wisdom or Intelligence vs a DC (8 + The creatures Level.) On a success, you become aware of the creatures current Hit Point total. You can use this feature once per creature, per short rest. If you use this feature against another creature, you lose awareness on the previous creatures hit points regardless if you pass or fail. Cooperative Strike. Once per turn, when you score a hit against a creature within 30 feet of you, that an allied creature also within 30 feet of you, has hit with an attack within the last round, you ignore all resistance and damage reduction the affected creature may have. Lethal Range. As a Bonus Action the range of melee taijutsu or weapon attacks you make until the end of your turn, increase by 10 feet, and deal additional damage equal to your flurry die. Alternatively, the range of ranged taijutsu or weapon attacks, increase by 20 feet and on a hit can benefit from two flurry techniques this turn. Poisonous Slay. You gain proficiency with a Poisoners kit. When making a poison, reduce the DC to make the poison by 2. When dealing damage to a creature with a weapon coated in a poison you’ve created, increase your critical threat range by 1. When a creature must succeed on a saving throw to resist a poison you’ve made, you may use your Taijutsu save DC or the Poisons DC, whichever is higher. Reaping Stalker. Once per turn, when you would deal damage to a creature marked as your Studied Target, who is either Surprised, Adjacent to an allied creature who is not unconscious, incapacitated or dead, or whom you have advantage against; Increase your critical threat range by 2. You can use this feature once per short rest. Vicious Technique. Once per turn, when you score a critical hit with a bukijutsu, you may at half the Jutsu’s original cost, recast the Jutsu as a bonus action, if able. If you score a critical hit with the jutsu a second time using this feature, treat all 1’s and 2’s as 3, when calculating damage. STALKING PREDATOR Beginning, at 6th level you have become a hunter unmatched by most. Once per turn, when you would deal damage to a creature when you have advantage on the attack roll, an ally who is not unconscious, incapacitated or dead is adjacent to the target creature or the target of the attack is surprised, you deal additional damage. This damage is 2d6 of the triggering damage type and increases by 1d4 at 9th (3d6), 12th (4d6), 15th (5d6), and 18th (6d6) levels. If you score a critical hit, you do not double the damage die, you instead treat all 1's as 2 when calculating damage. Additionally, when you would make an ability check using; Deception, Intimidation, or Stealth. You may add one Flurry Die to the check. QUARRY Starting, at 13th level, you can Study up to two creatures at once. Also, as an action, you can select one creature you can see that is currently your Studied Target to instead, become your Quarry. A Quarry counts as a Studied Target for the purposes of interacting with Flurry Techniques & Slayer Styles, that requires a Studied Target. If a Flurry Techniques requires you to roll a Flurry die, you roll them as normal and apply the listed effects. Whenever you are following the tracks of, hiding from, or interacting with, your Quarry, you may choose to add the maximum flurry Die bonus to any Ability check made to achieve those goals. In addition to when moving closer to your Quarry, you ignore difficult terrain and your movement speed cannot be reduced by any means.


129 Additionally, you gain a +2 bonus to attack and damage rolls against your Quarry. You can have no more than one quarry at a time, and you can end this feature at no additional action, but you cannot use it again until you complete a long rest. If you find proof that your Quarry has been killed or is dead, you instead cannot use this feature again until you complete a short rest. MASTER SLAYER Starting, at 20th level, you become a master at killing or capturing your foes. When you take the attack action, against a creature currently marked as your Studied Target or Quarry, you can declare one of the following; Kill, Knockout, Paralyze, Bleed or Cripple On a hit, you choose if you want to deal your weapons damage as normal, and the target must succeed a Constitution Saving throw vs your Taijutsu Save DC. On a failed save, they suffer one of the following effects, based on the declaration. You can only use this feature once per long rest, regardless if you hit or miss. • Kill: Treat the attack as a critical hit. Additionally, you roll 14 Flurry die, refilling all 1's and 2's. • Knockout: Roll 3 Flurry Die. The Target is knocked unconscious for a number of hours, equal to the result of the roll. • Paralyze: Roll 1 Flurry Die. The target is paralyzed, a number of their turns, equal to the result of the roll. • Bleed: Roll 4 Flurry Die. The target gains a number of bleed stacks, equal to the result. • Cripple: Roll 2 Flurry Die. The target reduces their movement speed by 5 x the result of the roll for the next hour. If all of their movement speed types are reduced to 0, they are instead restrained and grappled for a number of minutes equal to the result of your flurry die


130 PUPPET MASTER A Ryu sits in a tree, watching over her target as they approach. A smile spreads across her face as she open up the giant box, she carried with her, removing the giant mechanical scorpion and dropping it onto her target, enclosing them inside it. With a loud explosion, a figure lands in the middle of the battlefield. As the dust clears, a hulking presence stands amidst the war-torn battlefield, a giant humanoid of wood and steel. The creaking head swivels to inspect the wreckage. It raises one of its 4 arms, and a beam of chakra lances out towards an enemy. These shinobi, different as they might be, are connected by one common factor: they are masters of the art of ninja puppetry. This fighting form was created in Sunagakure, utilizing chakra threads to control specialized ninja tools. The puppets that these ninja use are hand-crafted, and special to each puppeteer. They are equipped with weapons, traps, poisons, and various other mechanisms. These puppets are incredibly difficult to use, and are only usable by those who have dedicated their lives to the art. CHARACTER INSPIRATIONS When designing this class, it was built with the intent to allow players to utilize ninja puppets of different types, specializing in one or two. Players would be able to create and utilize puppets for stealth or combat, while keeping themselves a little safer than others, or use them to gain new abilities for themselves. The characters this class is pulling inspiration from are as follows: Kankuro, Sasori, and Chiyo. CREATING A PUPPET MASTER When creating a Puppet Master, think about your characters background and drive to be a shinobi. Does the character have a rival? What drove your character down the path of ninja puppetry? Is it about curiosity and invention, or about the power their puppets bring? Did your character learn from another puppet crafter, or receive a vision or flash of inspiration to learn their craft? Consider how your character interacts with the world, and what they represent. Consult your DM regarding brigades, guilds, or societies your character might belong to. QUICK BUILD You can make a Puppet Master quickly by following these suggestions. For Puppeteer Specialization, make your highest ability Intelligence, followed by Constitution or Dexterity; For Juggernaut or Soul Container, choose either Strength or Intelligence as your highest, with constitution as your second highest ability score. Second choose Hatake, Nara, or Non-Clan.


131 CLASS FEATURES As a Puppet Master, you gain the following class features. HIT POINTS Hit Dice: 1d8 per Puppet Master level Hit Points at 1st Level: 8 + your constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Puppet Master level after 1st. CHAKRA POINTS Chakra Dice: 1d10 per Puppet Master level Chakra Points at 1st Level: 10 + your constitution modifier Chakra Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Puppet Master level after 1st. PROFICIENCIES Armor: Light armor, Medium Armor Weapons: Simple Weapons, Battle Wires, Hand Crossbows, Heavy Crossbows, Fuma-Shuriken Ninja Tools: Armorsmith Kit, Weaponsmith Kit. Saving Throws: Constitution, Intelligence Skills: Crafting, Choose three from Chakra Control, Deception, History, Insight, Intimidation, Investigation, Ninshou, Perception, Nature, Sleight of Hand, Stealth EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a Hand Crossbow and one stack of bolts or (b) any two simple weapons • (a) One Kunai stack or (b) One Shuriken stack • Padded Armor, Crafters kit, and 1 paper bomb JUTSU CASTING NINJUTSU Ninjutsu save DC = 8 + your proficiency bonus + your Intelligence modifier Ninjutsu attack modifier = your proficiency bonus + your Intelligence modifier GENJUTSU Genjutsu save DC = 8 + your proficiency bonus + your Wisdom modifier (your choice) Genjutsu attack modifier = your proficiency bonus + your Wisdom modifier (your choice) TAIJUTSU Taijutsu save DC = 8 + your proficiency bonus + your Strength modifier Taijutsu attack modifier = your proficiency bonus + your Strength modifier PUPPET SPECIALIZATION At 1st level, you focus on a specialized craft of puppetry; Puppeteer, Juggernaut, or Soul Container, each of which are detailed at the end of the class description. Your choices grant you features at 1stt, 3rd, 5th, and 14th level. SPECIALIZATION UPGRADE Also, at 1st level, choose an upgrade for which you qualify from the list at the end of your specialization, and gain the benefits listed in the description of the upgrade. You select additional upgrades at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th, and 20th level, as shown in the Upgrades column of the Puppet Master table. You cannot select an upgrade more than once, unless the upgrade's description says otherwise. You can exchange any of your existing upgrades for any other upgrade of the same level requirement as the replaced upgrade after finishing a week of downtime replacing the upgrades. Whenever an existing upgrade is swapped out for a replacement upgrade (either by a specialization feature or on level up), the new upgrade is selected as if the Puppet Master is the level, they were when they got that upgrade slot. (For example, if you replace your Puppet Tool and reselect all of your upgrades as a 5th level Puppet Master, you could select three 1st level upgrades and two 5th level upgrades, or five 1st level upgrades, or four first level upgrades and one 5th level upgrade, but you would not be able to select more than two 5th level upgrades.) CHAKRA ENHANCED RETROFIT Beginning, At 2nd level, your study of chakra enhanced items and crafting has allowed you to retrofit chakra enhanced gear. During a long rest, you can perform a ritual using any +1/2/3 weapon or armor (excluding S+ and sentient items) to transfer the chakra imbued within it into a puppeteer weapon or armor (a weapon or armor created by a subclass feature or upgrade). This includes weapon-like upgrades that make attack and damage rolls (like the Juggernaut's Chakra Blast). For example, if your Puppet Tool has Hidden Blades, you could make them +1 by transferring the property of a +1 katana to it. You cannot transfer any properties from a chakra enhanced weapon or armor besides a bonus to attack and damage rolls or a bonus to AC, respectively, and the original weapon or armor is destroyed. Additionally, you can convert a set of armor with a chakra enhanced bonus to AC to a lighter armor type. To wear this armor, a creature must attune to it. ABILITY SCORE IMPROVEMENT/FEAT When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature. BROAD KNOWLEDGE Also at 6th level, you can expand your knowledge of puppet- craft, learning from another discipline if you choose. You can gain the 1st level features from one other Specialization of your choice. You also gain one 1st Level upgrade from that Specialization, and it doesn't count against your total number of Upgrades. You can replace this upgrade with another 1st Level upgrade from the same Specialization whenever you gain a level in this class. Alternatively, you can further specialize in your own discipline You gain one tool kit proficiency of your choice, and you gain two additional 1st Level upgrades from your Specialization. These do not count against your total number of upgrades.


132 CHAKRA RECONSTRUCTION Beginning at 7th level, you have mastered the knowledge of using your chakra to repair things. You learn the Mending ninjutsu, and can cast it without spending any chakra. Additionally, you learn the healing hands ninjutsu. A Jutsu learned this way loses the medical keyword. You can only cast these jutsu on constructs, and they only affect constructs, structures, or items. TOOL EXPERTISE Starting, at 7th level, your proficiency bonus is doubled for any Crafting Ability check you make that uses tools you are proficient in. IMPROVED CHAKRA CRAFTING At 10th level, your experience in creating your own wondrous invention makes you more adept at crafting a chakra enhanced item than a normal ninja. Creating a chakra enhanced item takes you half the time it would normally take. Additionally, you can make 1 day of progress toward crafting a chakra enhanced item, scroll, or pill during a long rest. PUPPETRY SAVANT Starting, At 11th level, your broad knowledge of the puppetry arts has been further heightened. You can gain the 1st level features of one other Specialization of your choice. You also gain a 1st Level upgrade from that Specialization, and it doesn't count against your total number of upgrades. You can replace this upgrade with another 1st Level upgrade from this same Specialization whenever you gain a level in this class. If you chose to gain the 1st level features from another Specialization with the Broad Knowledge feature, you can only replace one of your extra Specializations' upgrades when you gain a level in this class, not both. Alternatively, you can learn more about your previous research. If you chose to gain the 1st level features from another Specialization with the Broad Knowledge feature, you can choose to gain the 3rd level feature of that Specialization. You can also select another upgrade for which you qualify from that Specialization, counting your Puppet Master level for any level prerequisites of the upgrade. You can only replace one of your extra Specialization's upgrades when you gain a level in this class, not both. Alternatively, you gain proficiency with one additional tool kit of your choice, and you gain one additional upgrade for which you qualify from your own Specialization. This doesn't count against your total number of upgrades. RIGHT TOOL FOR THE JOB Starting, at 18th level, you always come prepared for whatever mission you take. When you finish a full rest, you can replace one of your upgrades from your Specialization with another upgrade of the same level requirement as the replace upgrade. PEERLESS Beginning, At 20th level, your mind is always thinking of new options and clever solutions. After a short, long, or full rest, you can select and create a temporary version of an upgrade from your Specialization you are qualified to take but do not have. This upgrade must have a level requirement of 11th level or lower. You have this upgrade until you complete a short or long rest, during which you can select a temporary upgrade with this feature again. PUPPET SPECIALIZATIONS Puppet Masters pursue different disciplines. Beginning at 1stt level you can choose which discipline to specialize in; Puppeteer, Juggernaut, or Soul Container. Once you choose, you cannot go back to switch this choice. PUPPETEER A Puppeteer is a Puppet Master that has committed themselves to creating a true, pure work of puppetry. A painstaking life ambition, they plan and design meticulously, even if in practice sometimes compromises on materials must be made. Why a Puppeteer embarks on the quest to create this artistic construct can vary. For many, it is the pure pursuit of crafting the perfect creation, while for others, it is simply so they do not have to carry around their loot, or to have a loyal companion to count on at all times. PUPPETEER PROFICIENCY When you choose this specialization at 1st level, you gain proficiency in chakra control, and with the poison kit. PUPPET TOOL Beginning at 1stt level, you craft a Puppet Tool, to carry out your orders and protect you. This puppet is under your control and connected to you via chakra threads. The puppet tool acts by your command via these chakra threads. On your turn, you can manipulate them to move (no action required). As an Action or Bonus Action on your turn, you can command them to take an action. Additionally, you can use your reaction, to command the puppet tool to take a reaction. Your puppet tools proficiency is equal to your proficiency bonus. When you would gain an Ability, score increase from this class, you increase one of its ability scores by 2, and two other scores by 1; You cannot increase an ability score of your puppets by more than 20 this way. If your puppet is forced to make a saving throw, add your proficiency bonus to the roll, and treat any negative modifiers as +0 for the saving throw. If your Puppet tool is damaged, it can be healed using either mending on it as an action, recovering 1d6 + Your Ninjutsu Ability Modifier hit points. Alternatively, you can use a full turn action with your weaponsmiths kit to repair it. Provided you are within 5 feet of it and expend 6 chakra. When you start the repair, the puppet tool regains half of its maximum hit points. If it isn’t destroyed after 1 minute, your chakra pulls it together, completely repairing it with all its hit points restored. Otherwise, you must restart the repair process. At the end of a long rest, you can create a new puppet tool if you have a weapon smiths kit with you. If you already have a puppet tool from this feature, the first one is scavenged to create a new one. The base statistics of your puppet tool are as follows;


133 PUPPET CHASSIS When you create your Puppet tool, you can add one prefix to its type in the form of which basic chassis you use for your puppet. For example, if you select Warframe, your puppet becomes a Warframe Puppet, and gains the Warframe modifications to its base statistics. WARFRAME Your puppet Tool is roughly humanoid, and comes with the robust flexibility and options that this form provides. Its base Strength Ability score becomes 16 (+3) and it gains proficiency in simple and martial weapons. Its natural weapon is: Slam: Your Ninjutsu or Taijutsu attack modifier to hit, reach 5ft., one target. Hit: 1d4 + Strength Modifier + Your Proficiency bonus in bludgeoning damage. QUADRUPEDAL Your Puppet Tool takes on a quadrupedal design. Larger and sturdier, it is more suitable to launch into the fray or carry its creator. Its base size becomes Large, its base Strength and Constitution become 16 (+3), its natural armor becomes 14 + your proficiency bonus, and its speed becomes 35ft. Its natural weapon is: Bite: your Ninjutsu or Taijutsu attack modifier to hit, reach 5ft., one target. Hit: 1d10 + Strength modifier + your proficiency bonus in piercing damage. WINGED Your Puppet Tool is modeled off a flying creature. Smaller and lighter than most golems, it is kept aloft by intricate wings. Its base size becomes Small and it gains a flying speed of 30ft. Its natural weapon is: Talon: your Ninjutsu or Taijutsu attack modifier to hit, reach 5ft., one target. Hit: 1d8 + Strength modifier + your proficiency bonus in slashing damage. SPECIALIZED Your Puppet Tool defies all expectations, its design fueled by your own rampant creativity. A little less robust and stable, it is far more extensible to your visionary plans. Your Puppet Tool starts with the basic statistics, but you can select 2 free 1st level Augments to start with that do not count against your upgrade total. Its natural weapon is: Slam: your Ninjutsu or Taijutsu attack modifier to hit, reach 5ft., one target. Hit: 1d8 + Strength modifier + your proficiency bonus in bludgeoning damage. INTELLIGENT OVERSIGHT Starting at 3rd level, you can take the Help action as a bonus action when assisting your Puppet Tool. Additionally, when you take the Help action to aid an ally (Including your puppet tool) in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5ft of you, if the allied creature can see or hear you. MASTERFUL MANIPULATION Starting at 5th level, you no longer need to spend your reaction to manipulate your puppet tool to use its reaction. Additionally, you can use your action and/or bonus action to manipulate your Puppet tool to use its action. If the Puppet tool is not manipulated to take any action, you automatically manipulate it to take the Dodge action in combat. PERFECTED DESIGN Starting at 14th level, your puppet tool can add your Intelligence Modifier to all of its attack rolls, ability checks and saving throws. Medium Construct Hit Points Your Intelligence Modifier + Five times your puppet master level + your Puppet tools constitution modifier times your puppet master level. (The puppet has a number of hit die [d8] equal to your puppet master level. Speed 30 ft. 14 (+2) 12 (+1) 12 (+1) 5 (-3) 5 (-3) 5 (-3) Senses passive Perception 7 Bound. The Puppet is bound to its user via chakra strings. Your puppet cannot be more than 500 feet from you. If the strings are not bound to the puppet, it cannot move or take any actions of any kind. If a creature other than its creator uses chakra threads to manipulate the puppet, it cannot use any Augments, as the user would be unaware of its full capabilities.


134 JUGGERNAUT A Juggernaut is a Puppet Master that has turned their wondrous talent of invention to a singular goal: making themselves an unstoppable force. Some Juggernauts seek to turn their puppet into a machine of death and terror; others become the arbiter of justice and order, while others still perhaps merely seek to refine their craft in the pursuit of pure innovation. JUGGERNAUT PROFICIENCY When you choose this specialization at 1st level, you gain proficiency in heavy armor and the Disguise Kit. CHAKRA-INFUSED GAUNTLET Beginning at 1st level, when you take this specialization, you construct a chakra-infused gauntlet as a prototype for the larger form to come. This is a specialized chakra enhanced item that only you can attune to. When you create a chakra infused gauntlet you can add one of the following augments to it; Power Fist, Chakra Blade or Martial Grip. You can make multiple gauntlets with different upgrades, but can only be attuned to one at a time. If you lose your Chakra-Infused gauntlet, you can remake it during a long rest with 50 ryo worth of materials, or can scavenger for materials and forge it over two days of work, without material expense. While wearing a Chakra-Infused gauntlet, you can engage Artificial Strength. Artificial Strength When you don your Chakra-Infused gauntlet or as an action while wearing it, you can dedicate some of your intelligence to fully controlling the power of the gauntlet. You can reduce your current and maximum Intelligence score to increase your current Strength score, up to what your Intelligence score was before engaging Artificial Strength. You can stop using Artificial strength any time, and it automatically ends if your gauntlet is removed. (Example; If you have an Intelligence of 16 and a Strength score of 12, you can decease your Intelligence score to 12, while increasing your strength up to 16 in its place. JUGGERNAUT ARMOR Beginning at 3rd level, you have attained the knowledge of crafting and crafting chakra enhanced items sufficiently enough to create a set of puppet armor that only you can wear and attune to from a standard, nonchakra enhanced set of heavy armor using resources you’ve gathered. This process takes 8 hours to complete, as well as a place to craft. This armor can incorporate a ChakraInfused Gauntlet (They do not require separate attunement). While attuned to your armor, your Strength score increases by 2, and your maximum strength score becomes 22. You can create a new set of puppet armor by crafting it from a set of gather and purchased materials in a process that takes 4000 ryo and 1 week. You can create multi sets of puppet armor, but you can only be attuned to one of them at a given time, and you can only change which one you are attuned to during a long rest. If you create a new set of puppet armor, you can apply a new set of upgrades equal to the value on the class table, applying each at the level you get it on the class table. When you create your juggernaut armor, you can create a heavily plated steel puppet, or a specially enhanced set of puppet armor known as an iron shell. If your puppet armor is a steel puppet, you gain the Powerful Build trait. If your puppet armor is an iron shell, you can forgo the increase to your Strength and Maximum strength to instead gain an augment that you qualify for, at no cost. Power Build: You count as one size category larger, also granting you an additional 10 bulk maximum EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. FULLY CUSTOMIZED GEAR Beginning at 14th level, you’ve mastered the customization of your puppet armor. You can add one additional upgrade to your armor that that you qualify for. You can add another of these free upgrades at 18th and 20th level JUGGERNAUT ARMOR Armor Name AC Dex Bonus Bulk Stealth Properties Steel Puppet +8 - 10 Bulk Disadvantage Heavy Armor, Powerful Build Iron Shell +5 Dex Modifier (Max 2) 7 Bulk - Medium Armor


135 SOUL CRAFTER A Soul Crafter is the sort of person that makes people uncomfortable. Even when encountered in the most ideal circumstances, they simply have the sort of gaze that makes one think they may be thinking "how could I improve that" as they look at you. This particular specialization of Puppet Master is one that has turned their creative talent...inward. They seek to understand and improve the limitations of flesh. All too frequently, they place a slightly different value on aesthetics than others might, tending to find beauty primarily in efficiency. SOUL CRAFTER PROFICIENCY When you choose this specialization at 1stt level, you gain proficiency in the Medicine Skill, as well as the ability to use Ninjutsu with the Medical Keyword. PERFECT SELF Beginning at 1st level, you have utilized forbidden techniques to augment your own body. Select one of the following options; PERFECTION OF BODY Nature had its chance to make your form by its design, and you have deemed it inefficient. Now it’s your turn to show nature perfection incarnate. When you take this path, you gain the Puppet Augmentation upgrade and it does not count against your upgrade total. When you take the Attack action using this upgrade, you can make an additional attack with it as part of the same action. You can make up to two of these additional attacks each turn, and you can make a total number of these additional attacks equal to half your Puppet Master level (rounded down, minimum of 2) regaining all uses when you finish a short or long rest. PERFECTION OF MIND You know that perfection is an aspect of knowledge, a perfect understanding of the mechanics of the body, inside and out. But particularly inside. You gain the Doctor upgrade and it does not count against your upgrade total. You have a pool of d8s equal to half your Puppet Master level (rounded up, minimum of 2). When you restore hit points to a creature or use an Intelligence (Medicine) check to deal damage to a creature, you can spend these d8s to restore additional health or deal additional damage. You regain half this pool of d8s when you finish a short or long rest. PUPPET’S VITALITY Beginning at 3rd level, you have augmented your body in such a way that it is easily modifiable with each step you take towards greatness. But in the process, you have taken on a slew of different compromises due to this change. While you have at least 1 hit point at the start of your turn, you can spend a hit die and regain hit points equal to the result + your constitution modifier. If you have 0 hit points, you can use this feature at the end of your turn. Additionally, you no longer need to eat or sleep, instead opting to tinker with your body for 30 minutes to gain the benefit of a short rest, or for 4 hours to gain the benefits of a long rest. You can only gain the benefit of a short rest tinkering with yourself this way, once per long rest. Also, you regain hit dice equal to your constitution modifier when you finish a short or long rest (In additional to any hit die recovered when you finish a long rest). If you are missing any limbs at the start of a long rest, you can use your crafting skills to remake your missing limb by the end of your rest. Finally, your body has been changed beyond recognition. You are a construct in addition to a Humanoid. You are no longer counted as a living organism, and instead a living construct. You no longer need to breathe, and have become immune to suffocation and poison. You cannot be killed by being beheaded as your head is just a replicant of your previous one. Your consciousness and Soul are contained in a Soul Core located where your heart used to be. You cannot be revived by normal means, instead requiring your Soul Core to be repaired with a DC 30 Crafting check. A creature who fails this check 3 times shatters your soul core, killing you permanently. You no longer benefit from medical jutsu that recovers hit points cast from other creatures. You can still heal yourself with such jutsu though. A creature who casts Mending on you instead heals you 2d8 hit points. If you cast mending on yourself, Mending recovers 2d10 hit points. Beginning at 5th level, the healing increases by 1d10 (3d10), and again at 11th level (4d10) and 17th level (5d10) CHAKRA ENHANCED BIOENGINEERING Additionally, at 3rd level, you can use Chakra Enhanced Retrofit to transfer a bonus to attack or damage rolls on a weapon to natural weapons gained from the subclass. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. PERFECTION OF PUPPETRY Beginning at 14th level, your level of understanding of your puppet self grows: you regain uses of the resources it provides equal to your Intelligence modifier on short rest. Additionally, you are immune to abilities and affects that would put you to sleep.


136 PUPPETEER AUGMENTS The following are augments available to the Puppeteer Specialization. The Augments are listed in alphabetical order for each group. Unless otherwise stated, you cannot take the same Augment multiple times. 1 ST LEVEL UPGRADES BULKY BUILD You can take this augment three times. Your additional bulk to your puppets frame, increases its AC by +2. CHAKRA RESONANCE You craft an enhanced chakra connector and install it into your puppets core, allowing you and it to share certain jutsu effects. You can make any jutsu you cast that targets only you, also target your Puppet tool. CHAKRA SHIELD You build a manipulation shortcut into your puppet to defend your allies. When a creature you can see, attacks a target other than you, or your puppet, that is within 5 feet of you or the puppet, you can use its reaction to impose disadvantage on the attack roll. ENTRAPMENT MECHANISM You install a mechanism to restrain its targets. When your puppet attempts to grapple a creature, it applies your proficiency bonus to the roll. When you successfully, grapple a creature with this upgrade, the target creature is restrained, and your puppet still has the rest of its appendages for other uses. Additionally, it can move its restrained target without any reduction of its movement speed. GHILLIE COATING You augment your puppet with a special coating to make it harder to detect. Your puppet gains proficiency in the Stealth skill. Additionally, it can take the hide action for free before or after using its action. HIDDEN BLADES You install blades within your puppet that aren’t immediate visible to the eye. When your puppet takes the attack action, it can make an additional melee weapon attack using its hidden blade, with the following statistics; Hidden Blade: Your ninjutsu or Taijutsu Attack Bonus to hit, reach 5ft., Hit: 1d6 + your proficiency bonus in piercing damage. You cannot use this upgrade in conjunction with any upgrades that replace your puppets attacks when taking the attack action. NINJUTSU CHANNELER You utilize your chakra threads to displace your jutsu. When you cast a Ninjutsu, you can do so as though you were in your puppet Tools space, but you must use your own senses. SPRING LAUNCH MECHANISM You craft improved gears for your puppet. Your puppet gains proficiency in the Acrobatics Skill and its movement speed increases by 10 feet. TELESCOPIC REACH You augment your puppet to have limbs that retract and extend at will. Your puppet tools natural and weapon attacks have their reach increases by 5 feet when it takes the attack action. You can acquire this upgrade up to 3 times, increase your puppets reach by 5 feet each time. WARFARE AUGMENTATION You figure out how to better utilize your puppets weapons. You give your puppet one fighting style of your choice from Dueling Mastery, Great Weapon Fighting, or Sharpshooting. 5 TH LEVEL UPGRADES CHAKRA DRAINING TRAP Your puppet is equipped with an absorbing seal, meant to drain chakra from its enemies. When your puppet takes the Attack action against a creature it has grappled, it can forgo one of its attacks drain the creature’s chakra. The creature must succeed a constitution saving throw, losing 2d12 Chakra on a failed save. You regain chakra equal to the amount of chakra that the creature lost. CHAKRA SEALING TRAP Your puppet is equipped with a blocking seal, meant to block the chakra of its enemies. When a creature grappled by your puppet attempts to cast a Ninjutsu or Genjutsu, they must make a constitution saving throw, increasing the cost of the jutsu by half on a failed save. EXPLOSIVE LAUNCHER You craft a launching mechanism within your puppet. This launcher can be loaded as an action with up to 6 of the following items; Chili pepper bombs, Fire Bombs, Ice Bombs, and shock bombs. When your puppet takes the attack action, it can instead launch up to three loaded items from the launcher at a time. HOOK SHOT You craft a hook that fires a reeling shot that sinks into a target, and pulls them closer. Your Puppet tool gains the following attack; Hook shot: your Ninjutsu or Taijutsu attack modifier to hit, range 40/120ft., one target. Hit: 1d10 + your proficiency bonus in piercing damage, and the hook is lodged into the creature’s body. Once lodged into a creature, the hook cannot be shot again until dislodged. While the hook is in a creature, that creature has its speed halved. Additionally, when your puppet takes the Attack action, it can instead reel in any target hooked by it, bringing the target 15 feet closer to the puppet’s location. A creature can use its action to dislodge the hook, dealing 1d6 piercing damage to the creature that had the hook inside it. IRON FORTRESS Requirements: Puppet Tool Constitution score of 16+ You extend your puppets shielding and stationary stability. Your puppet tool now counts as 3 quarters cover for medium or smaller creatures within 5 feet of it, while between them and the attacker or while riding it. Additionally, it cannot be moved against its will, while in contact with the ground.


137 JUTSU SPECIALIZATION You modify your puppet tool to utilize special kinds of attack based jutsu. When you craft this augmentation select two D-Rank Ninjutsu or Taijutsu that you are familiar with and have a casting time of 1 action and a duration of instant. Your Puppet Tool now knows these jutsu. When your puppet takes the Attack action, it can instead use one of its jutsu, using your chakra. Ninjutsu its casts uses your ninjutsu attack modifier and save DC, while Taijutsu its casts uses the puppets abilities and save DC calculated as shown in the Jutsu casting feature. You can select this upgrade multiple times, increasing the number of jutsu your Puppet tool knows each time it is selected. If you select this upgrade at higher levels, you can increase the rank of the jutsu your puppet tool knows: up to C-Rank jutsu at 9th level, B-Rank jutsu at 11th level, and A-Rank jutsu at 15th level. 9 TH LEVEL UPGRADES AUTONOMOUS ACTION You no longer need to spend your action or bonus action to manipulate your puppet tool to use its action. DEAFENING SPEAKER You craft a chakra fueled speaker into your puppet tool. Your puppet can use its action to spend 6 chakra and let out a 15-foot radius pulse of deafening sound. Each creature in the radius must attempt a constitution saving throw, taking 6d8 force damage and becoming deafened on a failure, or taking half as much damage and keeping their hearing on a success. Creatures deafened by this augment can attempt the saving throw again at the end of each of their turns, ending the deafened condition on a success. EXPANDED FRAME You enlarge your puppet increases its size category by one, if possible, up to a maximum size of large. If your puppet tool is large after taking this upgrade, it gains disadvantage on Dexterity (Stealth) checks and Dexterity saving throws. Its weapons gain an additional damage die, and its maximum hit points increase by an amount equal to three times your Puppet Master level when you select this augment. As long as your puppet tool has this upgrade, whenever you gain a level in this class, its maximum hit points increase by an additional 3. EXPLODING PUPPET MECHANISM You rig your puppet to explode when you decide dealing significant damage. When your puppet tool is reduced to 0 hit points, the tags attached to it explodes. Each creature within 20 feet of the puppet tool must make a Dexterity saving throw, taking 15d4 fire damage on a failed save, or half as much on a successful one. Once this happens the puppet and all its parts are destroyed beyond repair. OVERDRIVE You build special motors in your puppet to handle more demanding manipulations. As your action you can overcharge your puppet with chakra. For the next minute, its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws and it gain an additional action on each of its turns. That action can be used only to take the attack action to make one weapon attack, Dash, Disengage, Hide, or use an object. You can use this augment once per long rest. POISON FOUNTAIN You fit your puppet with a tank fill of Poison. The tank holds up to 10 doses of poison gas. Your puppet tool can use its action to spend 1 dose of poison to unleash a 10- foot radius cloud of toxic gas within 30 feet of it, that lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. This poison functions as it normally would but now simply has its area of effect increases. A creature who enters the poison gas for the first time, begins its turn inside the poison gas, or ends its turn in the poison gas, must succeed a constitution saving throw being poisoned on a failed save. SECONDARY PUPPET You craft an additional Puppet tool. Your Puppet tools share a single reaction, but each has its own action. When you craft this new puppet tool, you must redistribute your upgrades and Ability score improvements between both of your puppets. If you have more than one Jutsu specialization augment, you must split the jutsu types between your puppet tools; one learns ninjutsu, and one learns taijutsu. If you have more than two puppet tools, only two can learn jutsu. You can select this upgrade multiple times, crafting an additional puppet tool each time its selected. 11TH LEVEL UPGRADES CHAKRA CANNON You craft a cannon into a part of your puppet, meant to channel your chakra into a single blast of destructive power. When your puppet takes the attack action, it spends 15 of your chakra to unleash a 60-foot line, 5-foot-wide beam of pure chakra in a direction of your choice. Each creature caught in the line must make a Dexterity saving throw vs your Ninjutsu save DC, taking 12d12 force damage and being knocked prone on a failed save. Or no damage on a successful save. HOVER MECHANISM You add a mechanism designed to allow your puppet to avoid needing to touch the ground at all. If your puppet tool is medium or smaller, it gains a fly speed equal to 30 feet, if your puppet tool is large or larger, its fly speed is 20 feet. If your puppet tool already has a flying speed, it is increased by 20 feet. MULTIATTACK FORM When your puppet tool takes the attack action, it can attack twice instead of once. THUNDERING STOMP Your puppet can leverage its increased size and chakra infused nature to unleash a crushing stomp of chakra, when it brings it weight down. Your puppet tool can replace any attack made with its attack action with the Chakra Pulse ninjutsu using your level and save DC. TRANSFORMING PUPPET You install clever multifunctional components allowing your puppet tool to reduce its size. Your puppet can collapse its mass one size category smaller, but while in the collapsed mode, any movement speed it has is reduced by 10 feet. The process takes 1 minute to invoke or revert.


138 15TH LEVEL UPGRADES NESTING PUPPETS Your puppet is equipped with enough space within it to store another puppet entirely. This puppet can hold a puppet of one size lower than it within this mechanism. When this puppet is reduced to 0 hit points, the chakra threads attached, immediately affix to the puppet inside. This counts as a single puppet, effectively reviving your puppet one size smaller. You can restore your puppets size after spending 8 hours working on it, which can be done during a full rest. SHARED POWER You use your chakra threads to tap into your puppet’s chakra infused nature. You gain the following options: • As an action, you can drain a number of hit points from your puppet tool, up to twice your puppet master level, either gaining the result as temporary hit points, or recovering that much chakra. • Once per round, either you or your puppet can give up your action to allow the other to take an additional action. This additional action can only be used to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an object. If you have multiple puppets having one give up its action makes all of them lose their action, and if you give up your action, only one of them gets an extra action. JUGGERNAUT AUGMENTS The following are augments available to the Juggernaut Specialization. The Augments are listed in alphabetical order for each group. Unless otherwise stated, you cannot take the same Augment multiple times. 1ST LEVEL UPGRADES ACCELERATED MOVEMENT You can apply this upgrade twice. You reduce the weight of your armor significantly. While wearing your armor, your speed increases by 10 feet. This applies to all movement speeds you have while wearing your puppet armor. CHAKRA BLAST You upgrade your Chakra infused gauntlet to deliver a special ranged attack. This attack is a Ranged Ninjutsu attack, that deals 1d8 + Your Ninjutsu Ability modifier force damage, and has a range of 60 feet. You are proficient in this weapon, when you take the attack action, you can forgo one of your attacks to use this ranged ninjutsu attack in place of the attack. CHAKRA INFUSED VISOR You can take this upgrade multiple times. You enhance your visor with chakra, while wearing your puppet armor, you gain Darkvision to a range of 30 feet. If you already have Darkvision the range is increased by an additional 30 feet. ELEMENTAL ENGINE You can take this upgrade multiple times, each time selecting a different type of engine. Earth Engine You gain the ability to mimic Earth release chakra. You do not need to have the earth nature affinity to use this upgrade. While wearing your Chakra-Infused gauntlet, you gain access to the following jutsu at the following Puppet master Levels; Wind Engine You gain the ability to mimic Wind release chakra. You do not need to have the wind nature affinity to use this upgrade. While wearing your Chakra-Infused gauntlet, you gain access to the following jutsu at the following Fire Engine You gain the ability to mimic Fire release chakra. You do not need to have the fire nature affinity to use this upgrade. While wearing your Chakra-Infused gauntlet, you gain access to the following jutsu at the following Puppet master Levels; Puppet Master Level Fire Engine Jutsu 3 Fire Release: Fox Fire 5 Fire Release: Fire Dragon bullet 9 Fire Release: Fire Wall 13 Fire Release: Great Fire Absorption Water Engine You gain the ability to mimic Water release chakra. You do not need to have the water nature affinity to use this upgrade. While wearing your Chakra-Infused gauntlet, you gain access to the following jutsu at the following Puppet master Levels; Puppet Master Level Water Engine Jutsu 3 Water Release: Water Whip 5 Water Release: Wall of Water 9 Water Release: Water Fang 13 Water Release: Falling Rain Needles Puppet Master Level Earth Engine Jutsu 3 Earth Release: Earthen Grasp 5 Earth Release: Turning Palm 9 Earth Release: Earth-Style Wall 13 Earth Release: Stone Needle Puppet Master Level Wind Engine Jutsu 3 Wind Release: Passing Typhoon 5 Wind Release: Wall of Wind 9 Wind Release: 10,000 Slicing Blades 13 Wind Release: Drilling Wind Bullet


139 Lightning Engine You gain the ability to mimic Lightning release chakra. You do not need to have the lightning nature affinity to use this upgrade. While wearing your Chakra-Infused gauntlet, you gain access to the following jutsu at the following Puppet master Levels; EXTENDABLE ARMS As a bonus action, you can extend your puppets arms’ reach. Your melee weapon attacks have their reach increased by 5 feet until the start of your next turn. FARADAY FACEPLATE After casting a Jutsu of D-Rank or higher, you have advantage on saving throws against being charmed, mind controlled, stunned, or dazed by Genjutsu, until the start of your next turn. GRAPPLING REEL You integrate a grappling eel into your gauntlet. As 1 attack or 1 action, you may target a surface, object, or creature within 30 feet of you. If the target is Large or smaller, you can attempt to grapple the creature, pulling it to you and grappling the creature on a success. Alternatively, if the target is huge or larger, you can choose to be pulled to it; this does not grapple the target. INTEGRATED WEAPON You can take this upgrade multiple times, each time selecting a different type of weapon. You install a weapon into your puppet armor, with varying abilities. You may use your selected weapon when you take the attack action, or with a Bukijutsu they qualify for. Select one of the following weapons; MARTIAL GRIP Your chakra infused Gantlet grants the ability to wield a wide variety of weapons. You gain proficiency with martial weapons while wearing your chakra infused gauntlet. POWER FIST You can take this upgrade twice. You upgrade your gauntlet to better punch things. Your gauntlet now acts as Combat bracers, that you have proficiency in, dealing 1d8 bludgeoning damage and gains the light and special Fist properties. With the Power Fist applied twice, you have a Power Fist for each hand that can be used for two weapon fighting. Special Fist: When you make an attack roll, you can choose to forgo adding your proficiency bonus to the attack roll, if the attack hits, you can add double your proficiency bonus to the damage roll. PUPPET CONSTITUTION While wearing your puppet armor, you gain resistance to poison damage and advantage against the poisoned and envenomed conditions. REINFORCED ARMOR You can take this upgrade up to 3 times. You reinforce the structure and materials that make up your Juggernaut armor. Your Juggernaut armors AC increases by +1. 5TH LEVEL UPGRADES ACTIVE CAMOUFLAGE As an action, you can cover your puppet armor in chakra, blending into your surroundings, similar to the body camouflage ninjutsu. This lasts until you deactivate it. While active, you are considered lightly obscured, and can hide from a creature even when they have a clear line of sight to you. Wisdom (Perception) checks to find you that rely on vision are made with disadvantage. CHAKRA ACCUMULATOR Prerequisite: Chakra Blast Augment Every time you cast a jutsu of D-Rank or Higher, you accumulate charges to your Chakra Blast augment equal to the rank of the jutsu, up to a maximum number of charges equal to your Intelligence Modifier. When you deal damage with Chakra Blast, you can expend the accumulated charges to deal an additional 1d6 damage, or to move the target 5 feet directly away from you for each charge spent. Charges not expended within 1 minute of being accumulate are lost. COLLAPSIBLE Your Juggernaut armor can collapse into a small case for easy storage when you aren’t wearing it. When transformed this way, the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don and doff the armor allow it to transform as needed. PUPPET EMPOWERMENT You use your puppet armor to improve your own abilities ever so slightly. You gain an additional 5 feet of movement, one additional hit point per puppet master level, and +1 to Strength, Dexterity, and Constitution saving throws. Puppet Master Level Lightning Engine Jutsu 3 Lightning Release: Thunder Tempest 5 Lightning Release: Lightning Kings Mantle 9 Lightning Release: Lightning Spear 13 Lightning Release: Lightning Shield Weapon Name Description Scorpion Tail You fit your puppet armor with a long-serrated tail, with a lethal point. It deals 1d8 + Strength Modifier Piercing Damage on a hit. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe this tail and roll 1d8, applying the result to your AC, potentially causing the attack to miss you. Mantis Blades You fit your puppet armor with blades mounted to the arms. These blades deal 1d6 + Strength modifier slashing damage on a hit. Once per turn, when you attack with a Mantis blade, you can make one additional mantis blade attack as a part of the same action.


140 REACTIVE PLATING Prerequisite: Steel Puppet Your armor partially deflects incoming blows. You can use your reaction when hit by an attack that deals bludgeoning, piercing, or slashing damage to reduce the damage of that attack by an amount equal to your proficiency bonus. RESISTANT PLATING You can take this upgrade multiple times, selecting a different option each time. You attune the chakra coating your puppet armor against certain forms of damage. Choose acid, cold, earth, fire, lightning, necrotic, or wind damage. While wearing your puppet armor, you have resistance to that type of damage. SEALED SUIT Prerequisite: Steel Puppet As a bonus action on your turn, you can environmentally seal your puppet armor, giving you an air supply for up to 1 hour making you immune to inhaled poisons (but not curing you of existing poisoned conditions) 9TH LEVEL UPGRADES BRUTE FORCE The strength imparted by your puppet armor give the force of blows the devastating power of a more skilled combatant. You can select a fighting style from Dueling Master, Great Weapon Fighting, or two-Weapon fighting and gain the effects of that fighting style while wearing your puppet armor. CHAKRA REACTOR You construct a chakra reactor that feeds your armor, powering its upgrades with external chakra. The chakra reactor has 6 charges, and can be used to power upgrades that cast jutsu, even upgrades that would normally only recharge after a rest. You can cast these jutsu using charges, spending 1 charge per rank of the jutsu you are casting. You can cast jutsu at a higher rank expending more charges. The reactor regains half of its maximum charges at the end of a long rest, and all of its charges at the end of a full rest. If your chakra Reactor has no charges left, you can overdraw your chakra reactor for one last burst of power, but your armor is temporarily immobilized and your speed while wearing your armor becomes 0 for a number of rounds equal to the rank of the jutsu cast. Once you do this, you cannot do this until you complete a long rest. PHASE SUIT Prerequisite: Iron Shell You gain the ability to cast Lightning Release: Lightning Step while wearing your Iron Shell; you do not need he Lightning Release nature affinity to cast this ninjutsu from this augment. Additionally, as an action you can become intangible, and move through creature or objects until the end of your turn. If you end your turn inside a creature or object, you are forced to the nearest unoccupied location, taking 10 force damage for each foot you are forced to move. You cannot use this Augment again until you complete a short or long rest. 11TH LEVEL UPGRADES CLOAKING DEVICE Prerequisite: Active Camouflage Augment If you do not move during your turn with active camouflage engaged, you can use your reaction to take the Hide action use an Intelligence (Stealth) check. You make this check with disadvantage if you are within 5 feet of another creature or if you attacked during your turn. You can overload your camouflage to cast invisibility without expending concentration costs. Once you do this, you cannot do this again until you complete a long rest. FLASH CAPACITOR You cannot use this with other Augments that are also Capacitors. You can store chakra, releasing it in a torrent of destructive lightning. As an action, you can cast Lightning Release: Banquet of Thunder without spending chakra or charges. You do not need the lightning release nature affinity to cast this jutsu in this way. The affected area becomes difficult terrain for the next minute. Once you use this augment, you cannot use it again until you complete a long rest. FLIGHT You create a system that allows your juggernaut armor to fly. While wearing your armor, you gain a 30-feet flying speed. GALE CAPACITOR You cannot use this with other Augments that are also Capacitors. You can store chakra, releasing it in controlled blasts of gale force winds. As an action, you can cast Wind Release: Vacuum Great Sphere without spending chakra or charges. You do not need the wind release nature affinity to cast this jutsu in this way. Once you use this augment, you cannot use it again until you complete a long rest. IRON MUSCLE You reinforce the structure of your puppet armor, giving it the strength of giants. While wearing your puppet armor, your current strength ability score is increased by 2, and your maximum strength ability score becomes 24. POWER SLAM CAPACITOR You cannot use this with other Augments that are also Capacitors. You can store chakra, unleashing it in a mighty show of force. As an action, you jump up to your entire movement speed and cast Earth Release: Stone Forest without spending chakra or charges. You do not need the Earth release nature affinity to cast this jutsu in this way. Once you use this augment, you cannot use it again until you complete a long rest 15TH LEVEL UPGRADES HEAVY PLATING Prerequisite: Steel Puppet You install special heavy plating, giving you resistance to bludgeoning, piercing, and slashing damage from nonchakra enhanced sources, which wearing your Steel Puppet Armor.


141 PHASE STATE Prerequisite: Iron Shell When you are attacked, you can use your reaction to become intangible, causing the attack to miss if it’s a non-chakra enhanced attack. You can use this reaction a number of times equal to your Intelligence modifier, regaining any expended uses after you complete a long rest. This upgrade regains one use every time you teleport, or enter another dimension. RECALL You place a special seal within your armor. When not being worn, you can hide your Juggernaut armor in a pocket dimension. As an action you can summon the armor and don it. You can use a bonus action to return the armor to the pocket dimension. While in the pocket dimension, the armor cannot be affected by other abilities and cannot be interacted with in any way. SUN CANNON You install a solar cannon into your Juggernaut armor, allowing you to unleash devastating solar energy blasts. As an action, you can cast Fire Release: Sunbeam without spending chakra. You do not need to spend chakra to maintain concentration on this jutsu either. You do not need the fire release nature affinity to cast this jutsu in this way. Once you use this upgrade, you cannot use it again until you complete a long rest. SOUL CRAFTER AUGMENTS The following are augments available to the Soul Crafter Specialization. The Augments are listed in alphabetical order for each group. Unless otherwise stated, you cannot take the same Augment multiple times. 1ST LEVEL UPGRADES BETTER EYES You can take this augment multiple times, each time taking a different enhancement Your eyes did not see everything you wanted them to, so, you replaced them with eyes that do. You gain a benefit to your vision, selecting one of the following enhancements; • Blindsight for 10 feet. • Darkvision for 60 feet. • Double normal Sight Range. • Proficiency in Perception skill. CRUSHING GRIP You don’t let things go once you have them in your grip. Creatures that are grappled or restrained by you have disadvantage on attempting to escape the condition. Additionally, you can choose to apply damage equal to twice your Strength Modifier to any creature that starts its turn grappled or restrained by you. DOCTOR You master the knowledge of mechanical properties of the human body. You can make all Medicine checks as Intelligence (Medicine) checks and can add double your proficiency bonus to Intelligence (Medicine) checks in relation to the Human body. When you make an Intelligence (Medicine)check to stabilize a creature, the regain 1 hit point. As a doctor, you specialize not just in the repair or creatures, but in the dissection of them. If you are holding a melee finesse weapon, you have proficiency with, as an action, you can make an Intelligence (Medicine) ability check against a creature within reach with a DC equal to its armor class (This action cannot benefit from Expertise). If you succeed on the check, you can deal damage to that creature equal to your weapons damage + your intelligence modifier. On a roll of 20, the weapons damage dice is doubled. If you have Extra attack, you deal twice the weapons damage dice. EXTRA EYES You add an extra set of eyes to your body. You gain proficiency in the Perception skill. If you already have proficiency in Perception, you add double your proficiency bonus to your Wisdom (Perception) checks. Also, you have advantage on Wisdom (Perception checks that contest a creatures Dexterity (Stealth) check. FIELD SURGERY As an action, you can repair a body to its natural limits far more quickly than its natural limits. You can repair a willing creature within 5 feet, allowing them to expend hit dice up to half your puppet master level (rounded up). Each hit dice spent is rolled as normal, but you can add the higher value of their Constitution modifier or your Intelligence modifier. This does not require the Doctor to Augment, but probably should. If taken without the Doctor Augment, any odd number rolled on the hit die is taken as damage by the target creature. FIX FLESH Your expertise in the working of flesh makes you an artesian of fixing broken creatures. When you cast Healing Hands you restore an additional amount of health equal to your Intelligence modifier. HOOK REEL You install a grappling hook into your body. As 1 attack or 1 action, you can target a surface, object or creature within 30 feet. Make a ranged weapon attack; you are proficient with this weapon. On a hit, you deal 1d6 + Strength or Dexterity Modifier piercing damage. Additionally, if the creature is large or smaller, they can make a Strength (Athletics) or Dexterity (Acrobatics) check against the attack roll. On a failure, they are grappled by you. While grappled in this way, you can use a bonus action to pull them 15 feet closer to you. Alternatively, if the target is Huge or larger, you can choose to be pulled closer to it. While you have a creature pierced by your grappling hook, you cannot use this upgrade to target another creature. You or a creature within 5 feet of the grappled creature (including the creature) can use an action to remove your grappling hook from them, dealing an additional 1d4 piercing damage to the creature. HORRIFYING ABOMINATION The perfect form you have crafted intimidates inferior beings. You gain proficiency in the Intimidation skill. If you are already proficient in intimidation, you can add twice your Proficiency bonus to your Charisma (Intimidation) checks.


142 MASSIVE FORM You install a method to rapidly increase in size. As an action, you can become a Large-sized creature. Any creature that witnesses this must make a Wisdom saving throw against your Ninjutsu save DC or become frightened of you until the end of their next turn. While enlarged by this upgrade, you deal an additional 1d4 damage with your natural weapons and weapons sized for medium creatures, and you have advantage on Strength (Athletics) checks. You can revert to normal size as a bonus action. You can spend a number of rounds equal to your constitution modifier + your Intelligence modifier as a large creature before you must revert. These rounds do not need to be consecutive, and you regain any rounds that you spent enlarged when you finish a long rest. PUPPET AUGMENTATION You can take this augment multiple times. You enhance your body by crafting a new part onto it. Select one of the following augments; PUPPETEERS PERSISTENCE Crafting Point Cost: 3 Your ideological conviction in your idea of perfection is such that you gain an additional 2 uses of perfection of Body or an additional two d8’s for Perfection of Mind. SECONDARY LIFE ORGANS Realizing the fragility of mortal life, you modify yourself with additional necessary functions. When you make a death saving throw, you can replace the results of that roll with a 20. Once you use this upgrade, you cannot use it again until you complete a long rest. SPIKED EXTERIOR You augment your puppet body wit protruding spikes. When you are attacked by a melee attack or are the target of a grapple attempt, you can use your reaction to deal 1d6 piercing damage to the attacking creature. You can do this a number of times equal to your proficiency bonus, and recraft all expended spikes (regaining all uses of the ability) after you complete a long rest. Alternatively, you can expend a use of your spikes as a ranged weapon attack with a range of 20/60, dealing 1d8 piercing damage on a hit. SUBDERMAL PLATING Exoskeletons are bulker, and endoskeletons just don’t offer enough protection, so you compromise. You gain natural armor, granting you a base AC of 16, You still add your Dexterity modifier (Maximum of 3) and half your proficiency bonus (rounded down) to this AC calculation. You do not benefit from this AC calculation if you are wearing armor. TOXICITY As a defensive measure, you imbue your blood with chakra, making it poisonous. Once per turn, when a creature with you with piercing or slashing damage, while within 5 feet of you, they take poison damage equal to your constitution modifier. If damaged from a biting attack, they take twice as much damage. PUPPET HEALTH You’re a shining beacon of vitality. You an additional 1 maximum hit point for each level of Puppet master you have. Additionally, when you roll a 1 or 2 or a hit die for recovering hit points, you can reroll the die and must use the new roll, even if it is a 1 or 2. 5TH LEVEL UPGRADES BRIMSTONE BLADDER You install a gas chamber and flame nozzle that allows you to exhale gouts of flame. You gain a pool of d12’s equal to your Puppet master level. As an action, you can exhale a 30-foot cone of fire, spending d12s from this pools. Creatures in the cones range, must make a Dexterity saving throw vs your Ninjutsu save DC, taking damage equal to the spent d12’s on a failed save or half as much on a successful save. You regain any expended die when you finish a long rest. POISON GLAND You install a poison canister within your body, exuding acid poison. You gain a pool of d4’s equal to your Puppet master level. As a bonus action, you can expend an amount of these d4’s up to your constitution modifier, adding them as poison damage to the next damage roll you make with a natural weapon before the end of your turn. You regain any expended die when you finish a long rest. POISON SPIT Requirement: Poison Gland Augment Fully integrating the poison gland, you learn to spit acidic poison. You learn the Acid Spray ninjutsu, and you can add your constitution modifier to damage rolls made with it. You can expend the d4s granted by Poison gland to increase the damage of acid spray, following the same restrictions as natural weapons. PRESSURE POINTS Requirement: Doctor Augment Your extensive knowledge of anatomy allows you to target critical spots. When you deal damage to a target with a melee weapon, as a bonus action you can force them to roll a constitution saving throw against your Taijutsu save DC. If the they fail, they are slowed until the end of your next turn. If the target is already slowed, they become restrained until the end of your next turn. If their already restrained, they become stunned until the end your next Augmentation Description Puppet Arm This arm is capable of doing things an arm can do, like holding and hitting things. Puppet Claws You gain a natural weapon that deals 1d8 slashing damage and counts as a finesse weapon. You are proficient with these claws. Puppet Fangs Your mouth becomes a natura weapon that deals 1d10 piercing damage. You are proficient using these fangs as weapons. Puppet Tentacle You a tentacle appendage that is a natural weapon that deals 1d6 bludgeoning damage with the reach property. You are proficient with this natural weapon. Using this tentacle, you can make a Strength (Athletics) checks or objects interaction with a reach of 10 feet.


143 turn. If they’re already stunned, they become paralyzed until the end of your next turn. If the target becomes paralyzed from this upgrade or passes a constitution saving throw against, they become immune to this upgrade for 24 hours. REFLEXIVE TWITCH Requirement: Puppet Arm When you take damage from a target within 5 feet of you, you can use your reaction to reflexively attack them with your puppet arm. This attack does not add your Strength or Dexterity modifier to damage dealt, unless that modifier is negative. 9TH LEVEL UPGRADES CHAKRA CANNON You instill a cannon into your body, concentrating chakra, and then firing it out in a long line. As an action, you can spend 12 chakra to fire your chakra cannon, unleashing a 60-foot long, 5-foot-wide line of pure chakra in a direction of your choice. Each creature caught in the line must make a Dexterity saving throw against your Ninjutsu save DC, taking 8d10 force damage and being pushed back 10 feet directly away from you on a failed save. Creatures that succeed on this saving throw take half damage and are not pushed. LIFE MERCHANT You can share your considerable vitality with other creatures. You are generous person, after all. You learn the Life transference ninjutsu, without spending chakra. Once you cast this jutsu using this Augment, you cannot do so again until you complete a short or long rest. LIFE VOID Requirement: Life Merchant You hunger for missing vitality. After casting Life Transference, he first time you damage a living creature within the next minute, you deal an additional 3d8 necrotic damage, and regain hit points equal to necrotic damage dealt. MASSIVE HULK Requirement: Massive Form You no longer have a limit to how long you can stay in your enlarged form. SAFE REVIVAL TECHNIQUES Requirement: Doctor Augment You can cast revival without spending chakra. For some reason, the target gains a level of exhaustion, and is frighted of you for 1 minute upon reviving. You cannot use this augmentation until you complete a long rest. 11TH LEVEL UPGRADES DARK MIRACLE Requirement: Doctor Augment When you use an action that restores health to another creature, you can expend up to 4d4 of your own hit points to increase the amount of restored hit points by that amount. Creatures that receive this strange surge of vitality have advantage on their next attack roll or saving throw. METAL WINGS You decide that wings would be useful so you make some, and install them on your back. You can shape them like any naturally functional wings, such as a bird, bat, or insect though this is purely cosmetic; you use chakra threads to manipulate them and fly. You gain a flying speed equal to your movement speed, so long as you are not wearing heavy armor. UNCANNY STRENGTH Prerequisite: 18 Strength You can take this augment twice. You don’t see what the big deal is with two handed weapons. After some small improvements, you can hold a two-handed weapon in the upgraded hand. This does not give the weapons the Light property. VIVISECTION Requirement: Doctor Augment When you attack a creature using an Intelligence (Medicine) check, if the creatures remaining hit points are lower than the result of the check, you can choose to vivisect the creature, immediately killing it, instead of dealing damage. 15TH LEVEL UPGRADES ADAPTIVE RESPONSE You attain full mastery of your body and its functionality, able to detect when it malfunctions. As a reaction to failing a saving throw against a condition, you can choose to succeed instead, even if the condition would normally not allow a reaction. Once you use this upgrade, you cannot do this again until you finish a short or long rest. BEST EYES Requirement: Better Eyes Augment, Creature with enhanced visual senses. Despite your high-quality eyes, you’ve noticed some things still see better than you. So, you take their eyes and use them instead. You gain truesight to a range of 30 feet in addition to your other vision enhancements. BODY REPLACEMENT You gain the ability to cast Mental Clone without expending chakra. You still require the components to cast this genjutsu, however, the body can be a puppet created by you instead of a living replacement body. If you use a puppet body, it can be augmented with any of the augments you currently have, and it cannot be awakened until the jutsu is complete; Not offering it chakra only delays the jutsu’s completion, not stopping it. If you use a living replacement body, the jutsu functions exactly as described. Once you cast this genjutsu in this way, you lose the crafting points spent permanently and must repurchase this augment again. UNDYING FORM When you drop to 0 hit points, rather than falling unconscious, you make a constitution saving throw with a DC equal to the amount of damage remaining after hitting 0 hit points. On a success, you can only drop to 1 hit point, remaining conscious.


144 COOKING-NIN An Akimichi at a fireplace, watching over his stew as it boils and bubbles. A smile spreads across his face as he pulls out an empty bowl, and pours some food inside. His allies look at him in utter confusion. “It took you all of 10 minutes to make that, are you sure it’s done?”, the female asks. “Trust me” the cook says with a smile. She drinks it down and remarks “I guess it was fine…Wait, do you hear that?”. Weapons and attacks of all types come flying from the surrounding area. The female team mate is able to dodge or deflect the litany of attacks while saying “I have never moved this fast before.”, the cook draws his blade with a grin and says “It’s the salt, added a bit of pep to your step.” These shinobi, different as they might be, are connected by one common factor: Cooking. While not a form of combat or even defense, Cooking-Ninja’s have a special place within the ranks of the shinobi world, they occupy a special role on teams and within squads as the teams primary support and secondary healer in some cases. CHARACTER INSPIRATIONS When designing this class, it was built with the intent to allow players to utilize food and other edible items to allow them to support and protect them team in a variety of unique ways. This class was almost entirely designed by @Have a nice day Please#2982, also known as @Habdu. CREATING A COOKING-NIN When creating a Cooking-Nin, think about your characters background and drive to be a shinobi. Does the character have a rival? What drove your character down the path of cooking? Is it about curiosity and experimentation? Did you have a master or is it a family tradition? Consider how your character interacts with the world, and what they represent. Consult your DM regarding brigades, guilds, or societies your character might belong to. QUICK BUILD You can make a Cooking-Nin quickly by following these suggestions. Make your highest ability Intelligence, followed by Constitution or Dexterity. Second choose Akimichi, Uzumaki, Nara, or Non-Clan.


145 CLASS FEATURES As a Cooking-Nin, you gain the following class features. HIT POINTS Hit Dice: 1d10 per Cooking-Nin level Hit Points at 1st Level: 10 + your constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Cooking-Nin level after 1st. CHAKRA POINTS Chakra Dice: 1d8 per Cooking-Nin level Chakra Points at 1st Level: 8 + your constitution modifier Chakra Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cooking-Nin level after 1st. PROFICIENCIES Armor: Light armor, Medium Armor Weapons: Simple Weapons Ninja Tools: Cooking Tools, Poison Kit Saving Throws: Constitution, Charisma Skills: Survival, Choose three from Athletics, Crafting, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Sleight of Hand EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) Padded Armor or (b) Combat Jacket • One Simple weapon • (a) One Kunai stack or (b) One Shuriken stack • Cooking Tools, Flash Tag, Paper Bomb JUTSU CASTING NINJUTSU Ninjutsu save DC = 8 + your proficiency bonus + your Intelligence modifier Ninjutsu attack modifier = your proficiency bonus + your Intelligence modifier GENJUTSU Genjutsu save DC = 8 + your proficiency bonus + your Wisdom modifier (your choice) Genjutsu attack modifier = your proficiency bonus + your Wisdom modifier (your choice) TAIJUTSU Taijutsu save DC = 8 + your proficiency bonus + your Strength modifier Taijutsu attack modifier = your proficiency bonus + your Strength modifier COOKING TOOL INFUSION Beginning at 1st level, you learn to infuse a myriad of cooking tools with chakra, allowing them to be used in combat beyond their normal implementations. Select one cooking tool from the following list, and the chosen utensil has the associated Damage type. You can change this cooking tool with an object interact action; • Cooking Knife: Slashing damage • Skewer: Piercing damage • Pot or Pan: Bludgeoning damage. Regardless of the cooking tool chosen you gain proficiency with all cooking tools and the damage die used is 1d6. While wielding a cooking tool as your chosen weapon, you may use Intelligence in place of Strength when determining your attack and damage rolls. Starting at 6th level, your cooking tool damage die becomes a d8 and each cooking tool gains additional weapon properties; • Cooking Knife: Light, Deadly • Skewer: Light, Thrown (45/90) • Pot or Pan: Light, Blocking Beginning at 11th level, your cooking tools damage die becomes a d10 and each cooking tool gains one additional weapon property; • Cooking Knife: Thrown (30/60) • Skewer: Critical • Pot or Pan: Disarm SHINOBI SNACKS Starting at 1st level, when you would take a short or long rest, you can create a number of snacks equal to your proficiency bonus. These snacks are of any design of your choice, but they contain secret ingredients that bestow a multitude of different effects. When you create a snack it contains the special properties of one secret ingredient and maintains it potency for 8 hours or until your next rest, which causes it to spoil losing its ability to impart its special effects. You can never have more than your proficiency bonus in snacks currently active at once. Most snacks will utilize a special die called a cooking die which is a d4. This die grows in size as you gain levels in this class, which can be found on the cooking-nin class table, in the cooking die column. Regardless, snacks can only have one secret ingredient at a time, meaning that a single snack cannot have two or more secret ingredients. You can then choose to distribute them each to willing and allied creatures, or keep them for yourself. To consume such a snack a creature must spend their bonus action to eat or to feed a snack to another creature. Finally, a creature cannot gain the benefit of more than one snack at a time. If a snack has a duration of any type, a creature cannot gain the benefits of a second snack with a duration, unless otherwise specified. CHAKRA FLOWING CRÈME Roll your Cooking die twice, recording the results. The user gains temporary chakra equal to the result. HEARTY SAUCE Roll your Cooking die twice, recording the results. The user regains hit points equal to the result. SODIUM ROCKS Roll your Cooking die, recording the results. The user adds the result to their next saving throw. SPICY CURRY Roll your Cooking die, recording the results. The user adds the result to their next attack and damage rolls. UN-WHIPPED CREAM Roll your Cooking die, recording the results. The user adds the result to their next ability check.


146 SUSHI RICE Roll your Cooking die, recording the results. The user gains a bonus to their swim speed, and movement speed while running on water, equal to 5 x the result for the next minute. GUAVA JUICE Roll your Cooking die, recording the results. If used within 4 hour of taking a short or long rest, the user can remain awake, energized and still gain the benefits of the short or long rest without requiring sleep. A creature who attempts to gain the ingredients benefit twice within a 24-hour period, immediately fall asleep and remain so for 16 hours, unable to be awoken until they complete the 16-hour sleep. ANGRY PEPPERS Roll your Cooking die twice, recording the results. This ingredient is hot to the touch. The user immediately takes damage equal to the results of your cooking die and lose the ability to taste or smell for the next hour. For the next minute, the first time each time the affected creature deals damage with a melee attack, they deal additional damage equal to your cooking die. BLACK PEPPER Roll your Cooking die, recording the results. The user gains a bonus to speed equal 5 x the result for the next minute. VEGGIE PASTE Roll your Cooking die, recording the results. The user select two damage types, gaining resistance to one and vulnerability to the other one for a number of their turns equal to the result. SALTY PESTO Roll your Cooking die, recording the results. The user may consume this snack as a part of rolling initiative. They gain a bonus to their initiative equal to the result. COOKING FOCUS Beginning at 2nd level, you select a Focus of cooking that’s fits your niche. You try to emulate this style of cooking to better assist your allies or yourself. Your focus grants you features at 2nd level and again at 5th, 9th, 13th and 17th levels. Alongside this style, you learn additional secret ingredients which can be infused into your Shinobi Snacks. FOOD FOR THE SOUL Starting at 2nd level, you have learned to nourish both the body and soul. Whenever you would complete a short or long rest, select one ability score of your choice. All willing allied creatures gain advantage on their first ability check and saving throw that uses the chosen ability score. TOOL EXPERTISE Beginning at 3rd level, select one skill and one Ninja Tool in which you are proficient. You gain expertise in the chosen skills and tools. ABILITY SCORE IMPROVEMENT/FEAT When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature. WAR AND FOOD Beginning at 7th level, you have mastered the ability to manifest dishes in the middle of battle, while under stress and duress. As an action, you may spend a use of your Cooking Kit. When you do you gain the benefit of the Shinobi Snacks class feature as if you had completed a rest. When creating snacks using this feature, you can make a number of them equal to f your intelligence modifier. All willing creatures of your choice within 30 feet of you can be given a snack as if you had thrown it to them. You can use this feature once per long rest. Beginning at 15th level, you can use this feature twice times per long rest. IRON STOMACH Beginning at 10th level, you have dealt with your fair share of rotten or out of date food. You can identify poisonous food or drink from a glance along. You also gain advantage on saving throws made to resist the poisoned or envenomed conditions. Beginning at 14th level, your allies have also experienced a series of different dishes of your make and have developed a refined pallet. Whenever an allied creature would complete a rest of any type while within 30 feet of you, they gain advantage on saving throws made to resist the poisoned or envenomed conditions for the next 8 hours. PEERLESS TASTE Beginning at 20th level, you have learned to create perfect dishes and unmatched flavors. When you would gain the benefits of Shinobi Snacks as a result of a rest, the first time a creature would gain the benefit of a snack per rest, they gain the following bonus effects. • User regains hit points equal to twice the result. • User gains temporary chakra points equal to twice the result. • User gain a +2 bonus to AC for the next minute. • User gains advantage to all saving throws they do not have proficiency in for the next minute. • User gains an additional bonus action on each of its turns for the next minute.


147 COOKING FOCUS BATTLE COOK Cooking-Nin who focus on becoming battle cooks learn to fight in the middle of battle fields with their cooking tools while supporting their allies in the fray, overwhelming their adversaries with a flurry of attacks and boosting their allies with boosting snacks. BONUS PROFICIENCIES When you select this focus at 2nd level, you gain proficiency with Martial Weapons. FIGHTING STANCE Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Stances located in Chapter 13: Customization Options, between Taijutsu Stance and Weapon Stance. You can’t take a Stance more than once, even if you get to choose again later. COMBAT SNACKS Also, at 2nd level, you learn to cook with additional secret ingredients that can be used with your Shinobi Snacks class feature. Fireball Zip Sauce. This spicy sauce forces your chakra to take on a similar nature to that of Fire release. You gain the ability to cast the Fire Release: Fireball Ninjutsu at C-Rank, for the next minute, ignoring the nature release keyword requirements and the hand sign (HS) and Chakra Molding (CM) components. If you have not cast this jutsu at least once during the minute in which you have access it you take 6d6 fire damage, which ignore resistance. Alternatively, you can attempt to force a creature to eat this snack. As an action, make a melee ninjutsu attack against a creature within 5 feet of you. On a success, they are force fed this snack. The fireball zip sauce begins to activate and react, dealing 6d6 fire damage that cannot be resisted by or reacted to. Croque Madame. Roll your Cooking die, recording the results. The user gains a bonus to their AC equal to half the result for the next minute or until they would fail a saving throw from a hostile effect or they would take damage from a hostile creature. Red Velvet. The user gains immunity to either the Charmed, Feared or Berserk Condition, their choice. They must pick one when eating the snack. Crème Brulé. Roll your Cooking die. You can consume this snack as a reaction when you would roll for damage. When you do, you can select a number of damage die equal to your cooking die result and treat those die as if you had rolled the maximum possible value for the die. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. COOKING STANCE Beginning at 9th level, you can take a readied stance as a reaction. When you do, roll your cooking die gaining a bonus to your AC equal to the result until the end of the current turn. If any attacks would miss you while you are gaining the benefit of this feature, you can attempt to make a weapon attack using your cooking tool against the triggering creature. CHAKRA INFUSED WEAPONRY Beginning at 13th level, you know how to pump far more chakra into your weapons. Once per turn, when you would strike a creature with your weapon, you can roll one cooking die, adding the result to your damage. SUPERIOR CRITICAL Beginning at 17th level, you now know how to strike perfectly with your cooking tools. When you would score a critical hit with your cooking tool, you instead triple your weapons damage die, instead of double.


148 ENTREMETIER CHEF Cooking-Nin who focus on becoming entremetier learn to cook with a series of different soft and hard dough’s. Creating a series of different. SWIFT SNACKS When you choose this Focus beginning at 2nd level, you learn to cook with additional secret ingredients that can be used with your Shinobi Snacks class feature. All Snacks granted by this subclass can be taken as both a bonus action or as a part of initiative, when you would make an Initiative roll. Prosciutto Bushetta. Roll your Cooking die, record the results. If used as a part of initiative, the user can add the result to their initiative check, and gain a bonus to speed equal to 5 x the result until the end of their first turn in combat. If used at any other time, the user increases their current initiative by the result moving up in the initiative if it would surpass another creatures initiative. Juicy Dumpling. Roll your cooking die, record the results. If used as a part of initiative, the user selects one hostile creature they can see. They gain a bonus to their AC and saving throws equal to half the result against the selected creature, until the end of the users creatures first turn in combat. If used at any other time, the user instead gains a bonus to their ability checks equal to the result until the end of their first turn in combat. Spicy Bocconcini. Roll your cooking die twice, record the results. If used as a part of initiative the user gains one additional reaction which can be used as normal within the next minute. If used at any other time, the user instead gains temporary hit and chakra points equal to the result. Hot Cocoa. Roll your Cooking die three times, record the result. If used as a part of initiative the user gains body becomes hot to the touch, granting them a form of unnatural body heat. For the next minute, the affected creature gains resistance to fire and wind damage. If used at any other time, the user instead gains twice the result as hit points. FIRST IN LINE Beginning at 5th level, you learn to become ready at a moment’s notice. Whenever you and a hostile creature would roll initiative add a +2 to your result. Starting at 11th level, this becomes a +5. SALT IN THE WOUND Beginning at 9th level, you learn encrust your cooking tools in salt prior to scoring a hit. Your chefs tools deal an additional 1d4 necrotic damage on a hit. Additionally, if a creature is concentrating on a jutsu when you would score a hit with your chefs tools, they must make their concentration check at disadvantage. SET THE TABLE Beginning at 13th level, you’ve mastered the art of preparation. You can take a ready action, by only spending a bonus action. BEFORE ALL Beginning at 17th level, Regardless of your initiative results or being surprised. You always act first in combat. You then act again following the normal initiative count. (This does count as gaining 2 turns, in the first round of combat.)


149 HERBALIST Cooking-Nin who focus on becoming an Herbalist learns about the wonders of certain herbs and plants to enhance their foods with the power of natural ingredients. GASEOUS HAZE When you would take this focus at 2nd level, you may use Charisma in place of Wisdom for calculating your Genjutsu attack bonus and Saving throws. Additionally, you gain a new Cooking Tool weapon in the form of a corn pipe of your design. This pipe replaces your Pot or Pan when used in Combat. HERBAL SNACKS When you choose this Focus beginning at 2nd level, you learn to cook with additional secret ingredients that can be used with your Shinobi Snacks class feature. Indica Butter. When a user consumes this snack, they gain the ability to release generate and release a thick cloud of smoke as an Action on their turn. When they do, they release the cloud in a 30-foot cone, originating from themselves. All creatures in the cones range must make a constitution saving throw vs your Genjutsu save DC. On a failed save the targets become intoxicated. An intoxicated creature is poisoned, slowed, and dazed for the next minute. When a user uses this ability they cannot do so again until they consume another snack using this ingredient. Sativa Juice. When a user consumes this snack, they immediately end the Berserked, Charmed, Feared, Dazed and Weakened conditions. Hybrid Liquor. Roll your Cooking die four times. Record the result. When a user consumes this snack their body experiences a sudden euphoria, as they gain the result as Temporary hit points for the next minute. While a creature has temporary hit points granted by this feature, they also cannot be slowed or have their movement speed reduced by any means. Conicoid Salt. A user can only take this snack when they would complete a short rest. When they do, they instead gain the benefits of a Long rest. A user can only gain the benefit of this snack once per Week. REST AND RELAXATION Beginning at 5th level you have found a special strain of an herbal spice, that can calm the aggressive tendencies of another creature if needed, by simply burning it. Alternatively, you can choose to burn it during a rest of any type, after which you and all creatures who participated in the same rest gain additional benefits for the next hour. These two abilities are named Rest and Relaxation respectively. Rest. When you and other creatures near you would finish a rest while under the haze of this spice, you and all select creatures increase your maximum hit points and current hit points by an amount equal to two cooking die. This increase lasts for 8 hours, or until your next rest. A creature can only gain the benefit of this feature once per day. Relaxation. As an Action on your turn, you can ignite this spice and mix it with other chemical creating a volatile haze of smoke. All hostile creatures within 45 feet of you must make a Constitution saving throw vs your Genjutsu save DC. On a failed save, they become incapacitated for the next 1d4+1 rounds or until the take damage or are forced to make a Saving throw from a hostile effect. If a creature can see its ally being attacked or affected by a hostile effect, this effect ends on them as well. You can use this feature twice per long rest. INEBRIATED WILL Beginning at 9th level you learn to use your corn pipe as the material catalyst for Genjutsu with the Inhaled Keyword. When you use your corn pipe in this way, the DC for the Genjutsu cast is increased by +1. Additionally, when you would cast a Genjutsu that affects a single target, you can choose to instead convert it into a 10ft cube originating from you, affecting all creatures of your choice within range. You can alter a genjutsu range in this way twice per rest. VIBE KILLER Beginning at 13th level your herbal strains are far more potent. When a creature would attempt to make a saving throw or ability check to end a genjutsu currently affecting them, you can spend your reaction to make them reroll the save or check, taking the lower result. You can force a reroll in this way twice per long rest. UNMATCHED BOTANIST Beginning at 17th level you have found the best strains from the best herbs. When a creature would make a saving throw to resist a Genjutsu you cast with the Inhaled keyword, you roll your cooking die, recording the result. The target creature reduces their save by half the result of your cooking die. A creature can only have their saving throw reduced in this way once, per jutsu cast, per rest.


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