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

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150 PÂTISSIER CHEF Cooking-Nin who focus on becoming Pâtissier’s learn to cook with a series of different soft and hard dough’s. Creating a series of different. SWEET SMELL When you choose this Focus beginning at 2nd level, your constant experimentation with sweet flavors, has left you with an overpowering and unique scent. Your scent permeates in a 10-foot radius around you. Hostile creatures have disadvantage on opportunity attacks made against you and charisma checks made against neutral or friendly creatures are made at advantage. FLUFFY SNACKS Also, at 2nd level, you learn to cook with additional secret ingredients that can be used with your Shinobi Snacks class feature. Strawberry Vanilla bean paste. Roll your Cooking die three times, record the results. This sweet sauce enhances your snacks flavor. The user can consume this snack as a reaction when you would take damage. When you do, you reduce the triggering damage by the result. Lemon Tart. This tangy sauce sours your snacks flavor. The user can consume this snack as a reaction when you take damage. The first time each turn you would attack the triggering creature with a weapon attack within the next minute, you gain a +1 bonus to your critical threat range, and add 2 cooking die to your weapons damage. Passionfruit. Roll your cooking die twice, record the results. The user can consume this snack as a reaction when you would be reduced to 0 hit points, you are instead reduced to 1, and then regain hit points equal to the result of your cooking die. Orange Salt. Roll your Cooking die three times. The user then gains hit points equal to the result + your Intelligence Modifier. You also gain hit points equal to half the result. ROTTEN FOOD Beginning at 5th level, you learn to throw your failed snacks and foods at your opponents and attempting to impose negative effects to them. Regardless of the food chosen, they have a range of 30 feet and if they require a saving throw, they use your Ninjutsu save DC. When you would use this feature, you spend one of your Shinobi Snacks currently active. Rotten Cake. You can throw a ball of poisoned and rotten cake towards a hostile creature. Make a ranged ninjutsu attack. On a hit, you strike them with this rotten poisoned cake, poisoning them for the next minute. Flour Bomb. You throw a ball of flour and dust. Select a space you can see within range. You throw this ball of flour at the select space creating a cloud of smoke that fills a 20-foot cube. All creatures within the chosen space, must succeed a Constitution saving throw, being blinded until the end of their next turn on a failed save. Syrup Bomb. You throw a ball of sticky syrup. Select a space you can see within range. You throw this ball of syrup at a space creating a field of sticky viscous material that fills a 10-foot cube. All creatures within the chosen space, must succeed a Strength saving throw, being restrained on a failed save until the end of their next turn. CHARMING DELIGHT Beginning at 9th level, whenever you would cook food using your cooking tools, you can choose to put your all into it. When you do, your food breaks the ice and can warm even the coldest of hearts. Creature who eat this food, become a bit more open to you and your allies. Whenever you or an allied creature would make a Charisma ability check against another creature who has recently eaten your food, any ability check they make to contest the charisma ability check is made at disadvantage. SUGAR RUSH Starting at 13th level, when a creature would gain the benefits of a Shinobi Snack granted by this subclass, they gain a rush of energy. In addition to the snacks listed effects, the creature also gains an additional action on their next turn. This action can be used to make one weapon attack, dash, disengage, hide or use an object. A creature can only gain the benefit of this feature twice per long rest. SWEET MIASMA Beginning at 17thh level, the radius of your Sweet Smell class feature increases to 15 feet. Additionally, creatures who would make a melee attack against you while within your Sweet Smell radius, you roll one cooking die. They suffer a penalty to the attack roll, equal to half of the result


151 SCIENCE-NIN A Nara waits in the shadows, usually their weakness. However, as his targets let their guards down he throws a enhanced flash tag and binds them in the light, a light that remains to shine past its usual expiration. An Uchiha looks his victim in the eyes, their infamous Dojutsu now upgraded to scan his enemies even further than before. A Sarutobi, famous for their multitude of jutsu, shows off a metal gauntlet. It spits out a scroll and suddenly, with no signs, a Rasengan appears in her hand. These shinobi all share one common ideal, that with technology they can improve their ninja prowess. While other ninja master the blade or jutsu, they use their wits to build tools that always will put them ahead.. CHARACTER INSPIRATIONS When designing this class, It was designed with the intent of using and creating the tools of the future. A player would be the inventor of the party, always making sure they had the tools for the mission. Characters whom this class was designed after are as follows; Denki, Kawaki, Ao, Boruto. This class was entirely designed by @ Artemys#2642, also known as @ Lord First, Artemys Yuki. CREATING A SCIENCE-NIN When creating a Science-Nin consider a few things about the character when they are on a team with others. What made them chose the path of creating the future? Are they the protector of tomorrow, at the front with the newest weapons and armor or the guy in the chair, the one who builds the tools the fighter use? QUICK BUILD You can make a Science-Nin quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution. Second, choose either the Nara, Sarutobi, or Uchiha.


152 CLASS FEATURES As a Science-Nin, you gain the following class features. HIT POINTS Hit Dice: 1d8 per Science-Nin level Hit Points at 1st Level: 8 + your constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Science -Nin level after 1st. CHAKRA POINTS Chakra Dice: 1d10 per Science -Nin level Chakra Points at 1st Level: 10 + your constitution modifier Chakra Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Science -Nin level after 1st. PROFICIENCIES Armor: Light armor, Medium Armor Weapons: Simple Weapons, All Scientific Ninja Tools Ninja Tools: 3 of your choice Saving Throws: Constitution, Intelligence Skills: Choose four from Ninshou, Insight, Investigation, Nature, Crafting, Athletics, History, Stealth, Perception, Medicine, Chakra Control. 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 ● (a) 1 Paper Bomb or (b) 1 Flash Tag ● Two Kits of your choice 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 SHINOBI OF SCIENCE Starting at Level 1, You dedicate yourself to always being the smartest in the room. You have advantage on Intelligence Saves. You also have learned how to channel your chakra through tools of war. When you would end a Long rest you can designate one Weapon, Armor, or Kit your Tool of Science. It gains the following benefits. You may only have one Tool of Science at a time. If you change your current Tool, the previous Tool breaks down as the science gets outdated. • Weapon or Armor: It becomes a +1 Weapon or Armor and increases its Quality by 1. You may also seal 1 ERank jutsu you know into the gear. You may cast this jutsu a number of times per rest equal to your Intelligence modifier ignoring chakra cost and components. • Kit: It increases its charges by your Intelligence Modifer and its Quality by 1. At 5th Level you ain the ability you have two Tools of Science. This increases to three Tools at Level 15. SHINOBI ARMY DEVICE Also, at Level 1 you have a tool every Science Nin starts with, a Shinobi Army Device (Also known as a S.A.D). When you first receive it you can Learn a number of ERank Jutsu equal to your Intelligence Modifier. You can cast them through the Device and they do not count against your Jutsu Known. You can change these jutsu on a Short Rest. At 2nd Level you can pay their cost through your Chakra Containment Device. At 3rd Level you can choose 1 Elemental Keyword or the Medical Keyword. You can learn jutsu with that keyword and can cast them as long as your S.A.D is on your person. If you already could learn jutsu of that Keyword, You can learn one additional jutsu of that Keyword. CHAKRA CONTAINMENT DEVICE Starting at Level 2 You learn how to create a Chakra Containment Device (Also known as a C.C.D). This device allows you to store chakra to power your Scientific Ninja Tools. This Device can either be attached to a weapon or your armor. If attached to a weapon the weapon becomes a +1 weapon. If attached to armor it becomes a +1 armor. When you take a short rest and spend Chakra Dice, you can choose to seal the rolled amount into the CCD. The CCD can hold a number of chakra equal to your ScienceNin Level x 10. This chakra can only be used to power a Scientific Ninja Tool. This device charges half way during a Long rest and full on a Full Rest. At Level 13 the bonus increases to a +2 and you can also spend chakra die to store into your C.C.D as an Action.


153 SCIENTIFIC NINJA TOOLS Also, at 2nd Level you gain the knowledge on how to build Scientific Ninja Tools. These tools are a step above what a normal ninja can create, and as such take a lot of mental prowess to accomplish. You gain a number of Creation Points as shown in the Science-Nin Table. Scientific Ninja Tools can be created, upgraded, and replaced during a Long Rest. Each has a Creation Point cost, if you go over this amount you lose the oldest Scientific Ninja Tools until you are no longer over this amount. Each uses chakra from the Chakra Containment Device and cannot use chakra from any other source. SCIENTIFIC INQUIRY Starting at 3rd level, choose an Inquiry that you pour your hours of study into to use in combat. The Scientific Inquiry you choose grants you features at 3rd, 6th, 9th, 14th, 17th and 20th Levels. EXTRA ATTACK Also, at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. KIT EXPERTISE At 5th Level You gain expertise in any Kit proficiencies you gain from this class. CALCULATED RESPONSE Starting at 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. At Level 15, you also use this feature to subtract your Intelligence Modifier from an enemy creature's ability check or saving throw. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a short rest. LEFTOVER GENIUS Starting at 10th level, you can use Creation Points that aren’t in a Scientific Ninja Tool to quickly craft a trinket to assist you in combat. As a bonus action, you can use 1 Point to gain advantage on an attack roll or ability check. You regain use of that Point after a short rest. PRE-MISSION ADVICE Starting at 13th level, you can spend 1 the duration of a Short Rest preparing those around you for any challenge. When you do so, choose a number of friendly creatures who can hear you and who can understand you. Make an Intelligence check with a DC of 8+the number of creatures targeted. On a Success they gain the benefits of Bless at DRank until their next rest. If you beat the DC by 5 they instead gain the benefits of Bless at B-Rank. If you beat the DC by 10 they instead gain the benefits of Bless at S-Rank. Once you’ve used this feature, it cannot be used again until you complete a long rest. SCIENTIFIC INQUIRY CHEMIST The Science-Nin who follow the path of the Chemist specialize in Scientific Potions as their main tool in combat. They focus on improving the standard tools such as the Smoke Bomb, Blood Pills and Poisons to make them deadly tools of the trade or saviors of the battlefield. NEGREDO When you chose this Inquiry at 3rd Level you can gain proficiency in both the Alchemist and Medicine Kits. If you are already Proficient in one of them, you can choose another Kit. The Alchemist and Medicine Kits gain additional charges equal to your Intelligence Modifier. When you craft pills using a kit These are considered Enhanced Pills and when eaten you increase the die step by 1. This increases to 2 steps at level 9. These Pills stay enhanced for 24 hours. E.C.H.OS Also, at 3rd Level you can create Enhanced ChakraHeavy Ordnances or E.C.H.Os. They consume the used material and replaces them with the created item. These E.C.H.Os keep the same range and duration of their original tools, and can be created during a rest and require a DC13 Intelligence check to make. You can attempt this check 2 times during a short rest, 4 times during a long rest, and 8 times during a full rest. These items use your Ninjutsu Save DC. Smoke Bomb: You can infuse extra chemicals into these bombs when thrown. You can use a charge of your Alchemist Kit and turn them into Sulfuric Bombs. If a creature breathes in the air from this bomb they must make a Constitution Saving Throw. On a fail they gain 1 rank of Corroded. If a creature ends their turn in the cloud they immediately gain a rank of Corroded. If you instead spend a charge of your Medicine Kit you can turn it into a Aloe Vera Bomb, made of Aerolite Aloe Vera. When creature ends their turn inside this cloud they can spend a hit die and heal that amount, however instead of adding their Constitution Modifier they add your Intelligence Modifier. Ice or Shock Bomb: You have made the chill and electricity of these bombs sting even more. The damage die of these Ordnance increases by two steps and The Ice Bomb also inflicts 1 rank of Chilled on a fail. Also, If a creature rolls a 1-3 on their die for the Saving Throw for these Ordnances they are instead Paralyzed by the explosions on a failed save. Chili Pepper Bomb: You have increased the AntiGenjutsu effects of the bomb to now work near instantly. If a Creature starts their turn under the effects of a Genjutsu while in this haze they can Immediately make a saving throw. If they are not proficient in the roll they can add your Int Mod to the roll. If they are proficient they can make the roll at advantage. Also, while in the haze a creature is immune to genjutsu with the Inhale Keyword.


154 EXPERIMENTAL ELIXIRS Beginning at 6th level, whenever you finish a long rest, you can produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. You can create additional experimental elixirs at the end of a short rest by expending an Alchemist Kit charge and 5 Chakra for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table. Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. ALBEDO Starting at 9th level, your control over the chemical makeup of your Enhanced Pill grows. When a creature eats one of your Enhanced Pills they can add your Intelligence Modifier. Also, You explosive tools now add your Intelligence Modifier to damage rolls. CINTRINAITAS Beginning at 14th level, you learn how to reroute the chakra from the CCD into your Alchemist Kit, which lets you achieve feats once thought in possible. As a Action you can spend 10 chakra and supercharge one Enhanced Pill or Bomb. When you do you can it gains these effects: Pill: Gains one additional usage and rolls 2 additional die. This only last for one minute, if it is not used within that time the pill loses any effect. Bomb: Increase its damage die by 2. When it activates you can choose to have it moves with you. You can choose to make a number of creatures in range unaffected by the bomb once it goes off. RUBEDO At 17th level, you have added a new subroutine to your CCD for Enhanced Pills. As a Bonus Action you can load a number of pills into your CCD equal to your Intelligence Modifier. Once loaded when you would feed a ally a pill, you can extend the range of the action by 60ft and make a Ranged Ninjutsu Attack Roll. No matter the roll it is assumed your ally gets it and consumes it. However, If this would get within 10ft of a enemy creature, they can use their reaction to make a Contested Attack roll against yours. If they succeed they snatch the pill away. MAGNUM OPUS At Level 20, you have done it. You have created the Magnum Opus of Alchemy, The Philosophers Stone. It takes the shape of a single, golden pill or vial of liquid. Once obtained you can decide its effect: Duplicate any other jutsu in the game You don't need to meet any requirements in that jutsu, The jutsu simply takes Effect. Alternatively, you can create one of the following Effects of your choice: • You create one object of up to 100,000 Ryo in value that isn't a Chakra Enhanced item. The object can be no more than 300 feet in any dimension, and it transmute from another object. • The Consumer regains all Hit and Chakra Points, and ends all Hostile Effects on them. • The consumer gains Resistance to a damage type you choose for the next 24 hours. • You can force feed this to a restrained or unconscious enemy, and permanently set their Chakra Points to 0 on a failed Constitution saving throw vs your Ninjutsu Save DC. A creature can have this effect on them ended and regain chakra points if they would have a Jutsu with the Fuinjutsu and Medical Keyword cast on them that removes conditions at S-Rank. It takes an extremely long time to recreate this pill. You can make a new pill by spending 52 weeks of downtime working on a new one. However, every time you use the effects of Negredo, Albedo, Cintrinaitas, and Rubedo in a single encounter you can reduce the downtime needed by 1 week. EXPERIMENTAL ELIXIR D6 Elixir Effect 1 Healing. The drinker regains a number of hit points equal to 2d6 + your intelligence Modifier. 2 Swiftness. The drinker gain a +20 bonus to speed for 1 hour. 3 Resilience. The drinker gains a +2 bonus to AC for 10 Minutes. 4 Boldness. The drinker gains the effect of Bless cast at D-Rank for 1 Minute. 5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes. They cannot be more than 5 feet off the ground at the end of their turn. 6 Transformation. The drinker’s body is transformed as if by the Advanced Transformation jutsu. The drinker determines the transformation caused by the jutsu, the effects of which last for 10 minutes.


155 SCIENTIFIC JUTSU The Science-Nin who follow this path have come to the conclusion that at the end of the day you are a Shinobi if you can cast jutsu. So, they have revolutionized the art of jutsu casting. SHINOBI GAUNTLET(KOTE) When you chose this Inquiry at 3rd Level you gain a Shinobi Gauntlet called a Kote. This Kote allows you to instantly cast jutsu that are sealed in Kote scrolls using chakra from your CCD. Jutsu cast this way have an increased cost by the rank of the jutsu (D-Rank: +1. CRank: +2, B-Rank: +3, A-Rank: +4. S-Rank: +5.). This Gauntlet lets you cast these sealed jutsu as an Action, regardless of the casting time of the original jutsu and if you can cast it or not. Jutsu cast this way cannot be upcasted. It can hold up to your Intelligence Modifier in scrolls at once, and takes a Bonus Action to reload any number of scrolls up to its maximum. While you have your Kote your maximum chakra storage for your C.C.D is +2 per Science-Nin Level. JUTSU STORAGE Also, at 3rd Level you can prepare Kote Scrolls. You can store any non-self-targeting, non-Hijutsu, Ninjutsu into a Kote Scroll. You can make a number of scrolls equal to your Intelligence Modifier per rest, and carry an amount equal to your Science Nin Level at a time. Once used the scroll is consumed. DUAL RELEASE Beginning at 6th level, you add a second barrel to your Kote. When you use your Action to cast a jutsu from the Kote you can use your Bonus Action to cast a second. You can only use this feature twice per short rest. You gain an additional use at Levels 9 and 17. JUTSU CAPTURE Starting at 9th level, you have created a special scroll called a Capture Scroll. You can convert any number of Kote Scrolls you have into Capture Scrolls during a Long Rest. As a reaction when you are targeted by a jutsu you can try and seal it into a Capture Scroll. This triggers a clash, however If you can cast the jutsu you are clashing with, you have advantage on the roll. OVERCHARGED GAUNTLET Beginning at 14th level, you can siphon more chakra from your CCD into your Kote. When you cast a jutsu from your scroll you can upcast it however increase the cost of the upcast by 2. When you do this you can upcast 1 rank higher then normally allowed. If this would raise its rank above S rank, apply its At higher ranks effects again. OVERHEATED JUTSU At 17th level, you have added a new subroutine to your Kote. When you use the Dual Release feature, you can instead recast the jutsu used for the Action using only one scroll. The Jutsu cast this way changes its damage to Fire Damage. This overcharges the Kote however, rendering it useless for 1d4 rounds as it cooldown THE FUTURE OF SHINOBI: SCROLLS At Level 20, you have realized that the Kote is the future of Shinobi. Any Jutsu cast from the Kote now uses its original cost and upcast cost. If it requires an attack roll you can spend 5 chakra from your CCD and gain advantage. If it requires a saving throws you can instead invoke disadvantage.


156 SHINOBI-WARE The Science-Nin who follow this path understand that a Shinobi is only as strong as their body. So, they have turned their own body into a Scientific Ninja Tool. FULL-METAL SHINOBI. When you choose this Inquiry at 3rd Level you replace the skin of your body with flexible chakra material that allows for easier experiments. Your AC calculation while unarmored is now 10 + your Proficiency Bonus +Intelligence Modifier. You can also spend chakra from your CCD to heal yourself as a Bonus Action. You heal at a rate of 1 chakra to 1 health. At Level 6 you choose to gain resistance to either Bludgeoning, Piercing, or Slashing damage. At Level 9 you can choose another. At Level 14 you gain the last that you did not choose. Your body comes with a number of upgrade slots equal to your Intelligence modifier. During a Long Rest you can install upgrades that you meet the requirements for. These Shinobi-Ware will be detailed at the end for this subclass. ONE-MAN ARMY Also, at 3rd Level you can have your Chakra Containment Device be considered a second caster for Combination Jutsu. This severely overheats your device, rendering it useless for 1d4+1 Rounds. MALWARE Beginning at 6th level, You can use your Creation Points to instead wreak havoc on an enemies body. As an Action, you can spend a Creation Point and send a swarm of nanomachines to infect a creature within 40ft. The target creature must make a Constitution Saving Throw against your highest Save DC. On a fail they become infected with Malware. While a Creature has Malware, they have disadvantage on any attack rolls with jutsu and when they spend chakra they spend additional chakra equal to your Science-Nin Level. This lasts for 1 minute. At the end of this minute, you regain the Creation Point. GLORIOUS EVOLUTION Starting at 9th level, you have expanded upon the simple science of the era and have embraced your body as the start of the new era. Select one of your upgrades. This becomes your Evolved Upgrade. This upgrade has its creation cost reduced by 2 and its chakra cost is halved, if any. If it needs an attack roll it is at advantage and if it invokes a saving throw it is at disadvantage. At Level 17 this grows to cover a second Upgrade. EVER EVOLVING Beginning at 14th level, you can now swap your upgrades during a short rest. While doing this however you cannot spend Chakra Die. You can also now swap one of your upgrades for a Scientific Ninja Tool. When done this way the S.N.T cost 2 less Creation Points (Min 1) INSTALLED JUTSU At 17th level, you have added a new subroutine to your body. You can now install a Jutsu of A-Rank or Lower into one of your upgrade slots. When the jutsu is cast this way you can half the cost a number of times equal to your Intelligence modifier per short rest. If you are out of uses, you can spend Creation Points to use this feature instead. Creation Points used this way come back at the end of a Long Rest. THE FUTURE OF SHINOBI: SHINOBI-WARE At Level 20, you have realized that Shinobi-Ware is the future of Shinobi. You gain extra upgrade slots equal to your Proficiency Bonus and gain 15 extra Creation Points. Once per Full Rest you can swap and upgrade for another as a Bonus Action.


157 SHINOBI-WARE UPGRADES If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites. ADVANCED BIOTIC AMPLIFIER Prerequisite: 15th level, Prototype Biotic Amplifier Cost: 8 Creation Points You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can’t exceed the number of hit points regained. ADVANCED CORROSIVE AMPLIFIER Prerequisite: 15th level, Prototype Corrosive Amplifier Cost: 8 Creation Points You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage. ADVANCED CRYO AMPLIFIER Prerequisite: 15th level, Prototype Cryo Amplifier Cost: 8 Creation Points You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of their next turn. ADVANCED EXPLOSIVE AMPLIFIER Prerequisite: 15th level, Prototype Explosive Amplifier Cost: 8 Creation Points You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn. BIOTIC AMPLIFIER Cost: 2 Creation Points You integrate a biotic amplifier in your body that increases the potency of your healing jutsu. While wielding this amplifier, when a creature regains hit points from a jutsu you cast, you can grant them temporary hit points equal to the amount of chakra spent. This amount can’t exceed the number of hit points restored. You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a long rest. CLIMBING GLOVES Cost: 1 Creation Points You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing. CORROSIVE AMPLIFIER Cost: 2 Creation Points You integrate a booster in your body that enhances your jutsu that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a jutsu you cast, you can choose to deal additional acid damage equal to your Intelligence modifier. You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. CRYO AMPLIFIER Cost: 2 Creation Points You integrate a booster in your body that enhances your jutsu’s that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a jutsu you cast, you can choose to deal additional cold damage equal to your Intelligence modifier. You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. DARKVISION EYES Cost: 1 Creation Points You upgrade your eyes to new heights. You can spend 3 chakra and gain Darkvision to a range of 60 feet for a minute. If you already have Darkvision, this modification increases its range by 30 feet. EXPLOSIVE AMPLIFIER Cost: 2 Creation Points You integrate a booster in your body that enhances your jutsu that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a jutsu you cast, you can choose to deal additional fire damage equal to your Intelligence modifier. You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.


158 JET LEGS Prerequisite: 7th level Cost: 5 Creation Points You fine tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet. The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can’t be activated again until you finish a short or long rest. MECHANICAL ARM Cost: 2 Creation Points You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time. You can choose this modification twice. PROTOTYPE BIOTIC AMPLIFIER Prerequisite: 7th level, Biotic Amplifier Cost: 2 Creation Points You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can’t exceed the number of hit points regained. PROTOTYPE CORROSIVE AMPLIFIER Prerequisite: 7th level, Corrosive Amplifier Cost: 5 Creation Points You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage. PROTOTYPE CRYO AMPLIFIER Prerequisite: 7th level, Cryo Amplifier Cost: 5 Creation Points You fine tune your Cryo Amplifier. When you activate this amplifier, the creature gains 1 rank of Chilled. PROTOTYPE EXPLOSIVE AMPLIFIER Prerequisite: 7th level, Explosive Amplifier Cost: 5 Creation Points You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your Ninjutsu Save DC, ending this effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends. POWERED GRAPPLING HOOK Prerequisite: 9th level, Grappling Hook Cost: 4 Creation Points While your grappling hook is deployed, when you cast a jutsu with a range of touch, your hook can deliver the power as if it had cast it. AUTONOMOUS NINJA TOOLS Cost: 6 Creation Points You learn how to craft small sentry turrets shaped like globes that can adhere to any surface, called A.N.Ts. As an action or bonus action (your choice), you can throw a sentry to a point you can see within 60ft. At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 30 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d6 damage of your choice (decided when thrown) A.N.Ts have 1 hit point, an AC equal to your Ninjutsu Save DC, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest. GRAPPLING HOOK Cost: 2 Creation Points You craft a grappling hook weapon attached to a tightly coiled cord that is housed in your hand. With this contraption, you can make a ranged weapon attack as a Bonus Action with a range of 30/60. On a hit, it deals 1d4 piercing damage. This attack can target a surface, object, or creature. A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check vs your Ninjutsu Save DC. While the hook is stuck in the target, you are connected to the target by a 60-foot cable. While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required). Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.


159 QUASI SENRIGAN Prerequisite: 9th level, Darkvision Eyes Cost: 8 Creation Points You modify your eyes and discover the world's first Scientific Dojutsu: The Senrigan. As a bonus action, you can spend 10 chakra to activate this in one of your eyes. When toggled on, for the next minute you can now automatically dispel Genjutsu with the Visual keyword that creates seemingly physical manifestations or objects and can see Invisible creatures. You also gain 100ft of chakra sight. Once per Full Rest you can cast Kagura's Mind Eye for no cost. SENRIGAN Prerequisite: 15th level, Quasi Senrigan Cost: 10 Creation Points With Science you have finally achieved a full Senrigan. As a Bonus Action you can spend 10 chakra to activate it in both of your eyes. While this is toggled on you gain +2 AC and a +1 to all attack rolls. When you cast Kagura's Mind Eye you can half its cost and pay it from your CCD. When cast this jutsu from your CCD it’s range is tripled. A number of times equal to your Intelligence modifier per Full rest you can cast SEALING ART: DIVINATION TECHNIQUE When cast this way you cannot ask about the future, but can ask any question about the present or past with no limit. The DM has to answer as truthfully as possible. INTEGRATED WEAPON Cost: 3 Creation Points You can integrate a one-handed weapon into your arm. You are considered proficient in this weapon while it is installed. If it's versatile you can spend 2 chakra and for the next minute it is treated as if you were wielding it with two hands. You gain +1 to Attack rolls with this weapon. JUTSU FRAMEWORK Cost: 8 Creation Points You install the basic muscle memory of a specific combat routine. Choose between Ninjutsu, Taijutsu, Bukijutsu or Genjutsu. You gain +1 to attack rolls and +1 to your Save DC with the chosen jutsu keyword. This increases to a +2 at Level 9 and a +3 at Level 17. SPACE-TIME CLAWS Prerequisite: Level 13 Cost: 12 Creation Points You can leave marks of studded black bands across any surface. You learn the Flying Thunder God Jutsu. When you cast it through this feature you pay the cost with your CCD your seals take the shape of this black bands. You can have up to a number of them active at one time equal to your Intelligence Modifier. This black bands cannot be dispelled by a Jutsu or Feature and last forever unless dispelled by you. To mark a creature, you must make a melee Ninjutsu Attack. While a creature is marked this way while you are within 30ft of them you can cast jutsu and attack as if you were within 5ft of them. MICROSCOPIC SCIENTIFIC NINJA TOOLS Cost: 20 Creation Points You have gone beyond the normal limits of ShinobiWare. Choose Two Scientific Ninja Tools. You now have permanent access to them and they do not cost Creation Points. If they cost Chakra from your CCD you can now pay them with your own chakra. You can also now configure your limbs into any weapon or tool. NINJUTSU ABSORPTION/AMPLIFICATION Prerequisite: Level 9 Cost: 10 Creation Points You can absorb Ninjutsu with your left arm or eye. As A reaction when you are targeted with a Ninjutsu you can initiate a clash. If you win you absorb the Ninjutsu cast, negating it. You then can either immediately attack with it using your right eye or arm, but upcasted it one rank higher than it was cast, or recover the chakra spent on the jutsu to your CCD. You can use this feature a number of times equal to your Intelligence modifier per Long rest.


160 TECHNOBI The Science-Nin who follow the path of the Technobi specialize in Scientific Ninja Tools as their main tool in combat. They focus on improving the standard tools such as Kunai, Shuriken, and Paper Bombs to make them as devastation as a jutsu. ENHANCED AMMUNITION When you choose this Inquiry at 3rd Level you can enhance your basic Ninja Tools. During a Short Rest you can work on a stack of Arrows, Bolts, Kunai, Shuriken, or Senbon. This stack becomes your Enhanced Ammunition. It immediately becomes a d10 stack and its damage die increases by a step. You can also use your Intelligence Modifier in place of Dexterity for all attack and damage rolls using the Enhanced Ammunition. You can spend a creation point to turn this stack into a +1 stack if it is not already. S.E.N TAGS Also, at 3rd Level you can create Scientifically Enhanced Ninja Tags or S.E.N Tags. These tags consume the used material and replace it with the created tag. These tags can be created during a rest and require a DC 13 Intelligence check to make. You can attempt this check 2 times during a short rest, 4 times during a long rest, and 8 times during a full rest. These tags use your Ninjutsu Save DC. Paper Bomb: This tags become much more potent and dangerous. As an Action you can throw this tag a number of feet equal to 5+your Intelligence Ability Score (Round to nearest 5). Once it reaches the target area it explodes ferociously. Creatures within a 10ft radius Sphere must make a Dexterity Saving Throw. On a failure they take 5d6 Damage and gain 1 rank of Burned. On a success they take half damage and no condition. Flash Tag: This tags burn slower and more fiercely after being enhanced. Flash Tags have a range equal to 30 feet. As an action, you can throw a Flash Tag at a point you can see within range. Each creature within 20 feet must make a Wisdom saving throw. A creature becomes blind until the end of their turn on a Failed save. Every time a creature starts their turn inside the radius they must remake the save. The tags remain for one minute and shed bright light in a 30ft Radius and Dim light 20ft pass that Poison gas tags: Poison Gas Tags Once enhanced no longer can be dissipated by non-chakra created wind and has more potent poison. Poison Gas Tags have a range equal to 10 feet + your Intelligence modifier x 5. As an action, you can throw a Poison gas tag at a point you can see within range. The tag explodes in a 15ft radius sphere of blue fog centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a jutsu with the Wind Release Keyword is maintained for a round inside. When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 1d10 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. If the d10 rolls a 10 they also gain the Weakened Condition. Constructs are unaffected. TRACER ROUNDS Beginning at 6th level, You have mastered the way to use your Enhanced Ammunition. When you land a hit using your Enhanced Ammunition you can spend 5 chakra from your C.C.D and Mark them for a number of rounds equal to your Intelligence modifier. While Marked in this way, your Enhanced Ammunition has tracked their chakra signature by leaving behind a tracer. You gain 1d4 to add to your attack rolls using your Enhanced Ammunition and can ignore all cover besides total cover. While they are marked and you land another hit you can spend another 5 chakra to upgrade the tracer. The Creation Point comes back at the end of a Long Rest. This resets the marked timer and lets you add 1d4 Lightning Damage to damage rolls with your Enhanced Ammunition on the Marked target, as each hit sends a jolt of lightning through their body. S.E.NBONS Starting at 9th level, you can now extend your S.E.N Tags powers into your enhanced ammunition. As a Bonus Action you can attach a S.E.N Tag to your ammunition. The next attack with your Enhanced Ammunition within the next minute gains additional effects. On a hit the target immediately suffers the effects of your S.E.N Tag. If you miss this attack, the S.E.N Tag still goes off centered on that target, but they have advantage on any saving throws it causes.


161 MIND AND KUNAI Beginning at 14th level, you learn how to reroute the chakra from the CCD into either your armor or your Enhanced Ammunition. When you use a gadget, you gain the chakra used as Temporary Hit Points. These Temporary Hit Points only last until the end of your next turn. Alternatively, you can make a ranged weapon attack with your Enhanced Ammunition. On a hit you can add half the chakra spent to the damage roll. VOLATILE AMMUNITION At 17th level, you have added a new subroutine to your Enhanced Ammunition. When you take the Attack Action and roll damage using a weapon that requires your Enhanced Ammunition, and one of the die is the max number, you can reroll that die and add it to the damage. This can trigger a number of times equal to your Intelligence Modifier per damage roll. THE FUTURE OF SHINOBI: NINJA TOOLS At Level 20, you have realized that Ninja Tools are the future of Shinobi. Your Enhanced Ammunition no longer needs to roll an ammunition die when you roll damage for a weapon that uses ammunition, as you can create a new one as soon as you need it. They also now ignore THP and AC boost from Jutsu. Your S.E.N Tags now impose disadvantage on all hostile creatures and no longer effect allies in range. You also can now create Scientific Ninja Tools that require ammunition during a short rest.


162 TECHSMITH The Science-Nin who follow the path of the TechSmith specialize in Scientific Weaponry as their main tool in combat. They focus on improving their armor or weapon for both offensive and defensive capabilities ENHANCED ARSENAL When you choose this Inquiry at 3rd Level you gain proficiency in Heavy Armor and Martial Weapons. you can also enhance your Armor and Weapon. During a Long Rest you can work on gear. The Armor becomes your Enhanced Armor and the Weapon becomes your Enhanced Weapon. You can use your Intelligence Modifier in place of Dexterity for AC calculation for your armor and Intelligence in place of Dexterity for finesse weapons. This Enhanced Arsenal gains a number of Upgrade Slots equal to your Proficiency Bonus split between them. During a Long Rest you can spend creation points to install an upgrade that you meet the requirements for into the gear. These upgrades will be shown at the end of this Inquiry page. ENERGY REDISTRIBUTION Also, at 3rd Level you can prepare your Enhanced Armor for an attack to absorb some of it. As a Reaction you can reduce the damage you take by your Intelligence modifier. When you do you gain an additional reaction which you can only use to use this feature again. You can use this feature Once per turn. THE DEFENDER OF TOMORROW Beginning at 6th level you gain the ability to enhance the weapons of your squad, targeting the damage to the weakness of your enemies. As an action, you can activate an aura that extends from you in a 60-foot radius. The aura moves with you, centered on you, and lasts for 1 minute. When you activate this aura, choose one of the following damage types: Earth, cold, fire, lightning, or Wind. Each creature of your choice in the aura deals an extra 1d10 damage of the chosen type when it hits with a weapon attack. You must spend 1 Creation Point for each creature you want to gain the benefits of this feature. Once marked they stay marked until the next Long rest. This energy comes at a cost, as it lowers your armor's defenses. While this aura is active your AC is reduced by 2. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest. KINETIC FLOW Starting at 9th level, you have upgraded your Energy Redistribution to flow and store the energy into your Enhanced Weapon. When you reduce damage by a jutsu, armor, or feature you can choose to store the reduced damage into a Kinetic Flow. You must concentrate on this as if it were a B-Rank jutsu. While you are concentrating on Kinetic Flow you gain advantage on Dexterity and Strength Saving Throws. When you land a melee or ranged weapon attack, you can expend any amount of energy stored into the damage roll. This energy dissipates after a minute passes or when you drop concentration. BORROWED POWER Beginning at 14th level, you can now apply your Scientific Ninja Tools to your Arsenal for ease of use. You can exchange one of your upgrades for a Scientific Ninja Tool you have. If stored this way you can activate it twice per long rest for no cost. KINETIC OVERFLOW At 17th level, you have added a new subroutine to your Kinetic Flow. When you have a number of Kinetic Flow stored that is more than double your Science-Nin Level, you can expel it out in an Overflow as Action. All creatures within 30ft of you must make a Constitution saving throw against either your Ninjutsu or Taijutsu Save DC. On a fail from hostile creatures, they are overloaded and must cooldown their chakra networks. They cannot mold chakra for 1d4+1 rounds. If an Ally fails, they feel their chakra network speeding up. They have disadvantage on all Jutsu Attack Rolls however all jutsu cost are reduced by your Intelligence Modifier (Min 1) This last for 1d4+1 rounds. THE FUTURE OF SHINOBI: WEAPONS At Level 20, you have realized that an Enhanced Arsenal is the future of Shinobi. Your Enhanced Armor gains +2 AC and DR against all Ninjutsu equal to your Intelligence Modifier. The Defender of Tomorrow class feature also, no longer reduces your AC while active nor cost Creation Points to use. Using a Creation Point however allows that creature to add an additional die of damage on a hit.


163 ARSENAL MODIFICATIONS If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites. ACCELERATED MOVEMENT Prerequisite: Armor Cost: 1 Creation Point You reduce the weight of your modified armor’s bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor’s weight is reduced by 5 bulk. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor. ADAPTABLE ARMOR Prerequisite: Armor Cost: 1 Creation Point You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed. ARTIFICIAL INTELLIGENCE Prerequisite: 7th level Cost: 4 Creation Points You install an artificial intelligence into your modified gear. When you make an ability check or Attack Roll, your Arsenal's artificial intelligence can take the Help action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest. CHAKRA ARMOR Prerequisite: Medium or Heavy Armor Cost: 2 Creation Points You modify your Chakra Armor to block incoming damage. It has a pool of 10 Temporary Hit Points and restores 1 every minute. ENHANCED CHAKRA ARMOR Prerequisite: Level 9, Chakra Armor, Armor Cost: 6 Creation Points You upgrade your Chakra Armor to recharge faster and store more energy. It can now store 20 Temp HP can regains 1 at the end of each of your turns. CHAKRA BLAST Cost: 2 Creation Points You modify your Arsenal with a blaster weapon with which you are proficient. The weapon uses your Intelligence modifier for its attack and damage rolls, and deals 1d8+Mod Force damage on a hit. It has a normal range of 30 feet and a long range of 120 feet. It cost 3 chakra from you CCD to fire. CLOSE QUARTERS MATRIX Prerequisite: 5th level Cost: 4 Creation Points You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level. CHAKRA FIBER ARMOR Prerequisite: 5th level, Armor Cost: 3 Creation Points Your modified armor can collapse into a small piece of jewelry for easy storage. When transformed this way the armor is indistinguishable from a normal item and weighs one-third its normal bulk. As a Bonus Action you can don or doff the armor, allowing it to transform as needed. ELECTRIC DEFENSE PROTOCOL Cost: 3 Creation Points You install electro shockers in your gear. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker. FLIGHT Prerequisite: 9th level, Armor Cost: 7 Creation Points You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet. WEIGHT INCREASE PROTOCOL Prerequisite: 5th level, Armor Cost: 4 Creation Points You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. CAMOUFLAGE PROTOCOL Prerequisite: Armor Cost: 5 Creation Points You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast Body Camouflage on yourself. The cloaking device regains all expended charges after a long rest. NIGHT VISION VISOR Prerequisite: Armor Cost: 2 Creation Points While wearing your modified armor, you have Darkvision to a range of 60 feet. If you already have Darkvision, this modification increases its range by 30 feet. POWER FIST Prerequisite: Armor Cost: 2 Creation Points You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d4 Lightning damage. You can now use Intelligence for Attack Rolls and Damage Rolls for your unarmed strikes Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action. PROTOTYPE POWER FIST Prerequisite: 5th level, Power Fist Cost: 4 Creation Points You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d6 Lightning damage and has the following property. If you move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.


164 ADVANCED POWER FIST Prerequisite: 11th level, Prototype Power Fist Cost: 6 Creation Points You further modify your modified armor’s gauntlet with increased reinforcement and weight. Your modified armor’s unarmed strike deals 1d8 Lightning damage. Additionally, your critical hit range with your unarmed strikes increases by 1. RANGED DEFENSE MATRIX Prerequisite: 5th level Cost: 5 Creation Points You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level. ACCURACY ENHANCER Prerequisite: 5th level, Bow Cost: 5 Creation Points You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level. SONIC STRIKE Prerequisite: 5th level, Weapon Cost: 4 Creation Points You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage. CHAIN HILT Prerequisite: Melee Weapon Cost: 2-6 Creation Points You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property for each 2 Creation Points spent TRACKING BLADE Prerequisite: 5th level, Melee weapon Cost: 5 Creation Points You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level. HARPOON REEL Prerequisite: Ranged Weapon Cost: 3 Creation Points You install a secondary fire mode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 piercing damage. This attack can target a surface, object, or creature. A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check DC 8+your Intelligence Modifier. While the harpoon is stuck in the target, you are connected to the target by a 60-foot cable. While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required). Once you’ve used this feature, you can’t use it again until you recover and reinsert the harpoon as an action. CHAKRA EDGE Prerequisite: Weapon Cost: 4 Creation Points When you critically hit with the weapon, you deal an additional 2 damage die. OVERCHARGED CHAKRA EDGE Prerequisite: 5th level, Chakra Edge Cost: 5 Creation Points Your weapon’s critical hit range increases by 1. OVERCHARGE WEAPON Prerequisite: 11th level, Sonic Strikes Cost: 7 Creation Points You gain the ability to channel your CCD chakra to enhance your weapon’s damage. You can expend 6 chakra to deal additional damage to the target. The extra damage is 1d6 for every 6-chakra spent, up to max of 5d6. ENHANCED FRAME Prerequisite: Armor or Weapon with the Heavy property Cost: 4 Creation Points You install a new frame in your modified gear, removing the Heavy property from it. RETURNING WEAPON GUARD Prerequisite: Weapon Cost: 3 Creation Points You install a retractable chain in your modified weapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.


165 LIGHTNING BURST Prerequisite: 9th level, Melee weapon Cost: 3 Creation Points When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your Ninjutsu Save DC, taking 2d8 lightning damage on a failed save or half as much on a successful one. Once you’ve used this feature, you must complete a Short rest before you can use it again. SNAP FIRE Prerequisite: 9th level, Bow Cost: 3 Creation Points You modify your modified bow for quick shots. Once per Round, You can take an opportunity attack (no action) with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack. STAGGERING BLOW Prerequisite: Weapon Cost: 2 Creation Points When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone. Once you’ve used this feature, you must complete a short or long rest before you can use it again. CHAKRA WEAPON Prerequisite: Melee Weapon Cost: 5 Creation Points You replace the striking portion of your weapon with your own chakra. To activate your weapon takes a Bonus action and 6 chakra from your CCD and you must spend 3 chakra at the start of your turn to keep the weapon activated. The weapon deals an additional die of damage, and all damage it deals is now considered Force damage. SUPERIOR CHAKRA WEAPON Prerequisite: Melee Weapon, Level 13 Cost: 10 Creation Points You have enhanced your chakra Sabre far beyond its limits. It deals an additional die of damage however now costs 3 more chakra to activate and 2 more to maintain. Once per turn, when you land a hit with this weapon the target creature has to make a Constitution saving throw or gain 1 rank of the Burned condition.


166 SCIENTIFIC NINJA TOOLS ADVANCED AERO AMPLIFIER Prerequisite: 15th level, Prototype Aero Amplifier Cost: 8 Creation Points You further fine tune your Aero Amplifier. When you activate this amplifier, the creature is Dazed until the start of their next turn. ADVANCED ELECTRO AMPLIFIER Prerequisite: 15th level, Prototype Electro Amplifier Cost: 8 Creation Points You further fine tune your Electro amplifier. When you activate this amplifier, the creature is Dazed for the duration they are shocked by this amplifier. AERO AMPLIFIER Cost: 2 Creation Points You integrate a booster in your body that enhances your jutsu’s that deal wind damage. While wielding this amplifier, when a creature takes wind damage from a jutsu you cast, you can choose to deal additional wind damage equal to your Intelligence modifier. You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. CARDIOPULMONARY RESUSCITATION. Cost: 12 Creation Points 30 Chakra- When you take damage that would reduce you to 0HP, but not kill you outright, you can use your reaction to instead stay at 1 HP. 10 Chakra- As a bonus action, you stabilize a dying ally within 30ft to 1 HP. C-DRIVE Cost: 15 Creation Points Highly Experimental and dangerous, study and creation of this was banned by all villages. Being seen with this can be considered a war crime. 20 Chakra: You can activate this tool as a reaction during your turn. Once activated, the gadget alters the flow of time, reversing any events or actions that took place during that turn. The creature takes its turn again and can choose to take different actions or the same actions as previously, possibly with different results. Other creatures must do the same thing they did before, even if it doesn't make sense now, as you seem to have predicted their exact action. Once used, this effect must be recharged and cannot be used again for one minute. CHAKRA DISINTEGRATOR Cost: 12 Creation Points 15 Chakra- As an action, you force a target within 120ft to make a Dexterity Saving throw. If the saving throw succeeds, the gadget has no effect. If the saving throw fails, the target takes 8d10 Fire damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and mundane items it is wearing and carrying, are reduced to a pile of fine gray dust. CHAKRA ENHANCED MEDICAL KIT Cost: 2 Creation Points You have a pool of healing power that replenishes when you take a short or long rest. With that pool, you can restore a total number of hit points equal to your Intelligence x your proficiency. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs. 5 Chakra- Touch a dying creature as an action to stabilize it and return it to 1 HP. CHAKRA FLOW DISTRIBUTION DEVICE Cost: 5 Creation Points You can make a ranged attack and throw this device at a target. On a hit it affixes to them They can remove it as an Action by making a Strength Check contested by your Intelligence Check. While this is affixed to a target, they cannot spend more than 15 Chakra in a single turn. CHAKRA RADAR Cost: 7 Creation Points You can activate this radar for 5 chakra. When active it will This tool has a sensor that begins to vibrate or glow when a chakra source similar in size to parameters given is nearby. This can be set to also ignore certain creatures' chakra and instead pick up all chakra within a 60ft Radius. It remains active for 10 minutes CHAKRA SURPLUS STORAGE DEVICE(CSSD) Cost: 15 Creation Points You expanded your CCD storage. Gain +2 Chakra Storage maximum for each level you are in Science-nin EAGLE LENS Cost: 2 Creation Points You can add your Intelligence Modifier instead of Wisdom to Perception checks you make. You gain a +1 bonus to ranged weapon attack rolls. 4 Chakra- Gain advantage on the next ranged weapon attack roll you make. ELECTRO AMPLIFIER Cost: 2 Creation Points You integrate a booster in your body that enhances your jutsu’s that deal Lightning damage. While wielding this amplifier, when a creature takes cold damage from a jutsu you cast, you can choose to deal additional cold damage equal to your Intelligence modifier. You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. ELEMENT EATER Cost: 3 Creation Points You create a device capable of absorbing incoming damage. You can cast Absorb Heat, paying the cost with your CCD ENHANCED NINJA TABI Cost: 1 Creation Points You enhanced the standard tabi given to shinobi. Increase your walking speed by 10 feet. Jump distance and height are doubled and use your Int score and modifier instead of Str. Whenever you take fall damage, take the least amount possible and you don't fall prone.


167 FLOATING SHOES Prerequisite: Enhanced Ninja Tabi Cost: 4 Creation Points You can walk or run across any liquid as if it were solid stone. Any damaging liquids (lava, acid, etc.) cause you 2d6 damage of the appropriate type every round you spend on them, unless the damage amount is specified to be lower. FREEZE RAY Cost: 8 Creation Points 15 Chakra- As an action, spray a large mist of ice in a 30ft cone, all creatures in the area must make a Dexterity Saving Throw, on a fail they will take 4d6 Cold damage and will be restrained by ice until the start of your next turn, if they take damage before then, the ice is broken and they are freed. On a pass they instead take half damage and no additional effects. 10 Chakra- As an action, shoot an icicle towards a target within 60ft. Make a ranged weapon attack using your Intelligence modifier. On a hit, they take 6d6 + your Intelligence modifier in Cold damage and gain 1 rank of Slow. HOLOGRAPHIC CLOAK Cost: 8 Creation Points You are proficient in Stealth. If you already have proficiency, you instead gain Expertise in Stealth. If you already have Expertise in Stealth, you instead add your Intelligence modifier to Stealth checks. 5 Chakra - Automatically whenever you become incapacitated or as part of a Disengage action you can become invisible until the start of your next turn or until you do anything besides move. LAYERED CHAKRA BARRIER Cost: 8 Creation Points 7 Chakra- As a reaction to being attacked, a spherical shield appears around you and moves with you. The shield has an AC of 10+Int Mod and HP 25, if not destroyed the shield vanishes in one minute. 10 chakra- As an action, a pattern of hexagonal cells overlaps with your armor. Add half your Int modifier to your AC. This effect ends after one minute and can only be used twice per long rest. LIGHTWEIGHT ARTILLERY CHAKRA MATRIX Cost: 10 Creation Points Prerequisite: : 9th Level 10 Chakra- As an action, you can cast Delayed Fire Missile. Holding it does not cost chakra to concentrate however If you are attacked and fail the concentration check it goes off immediately. MASQUERADE PROTOCOL Cost: 8 Creation Points You gain proficiency in Deception. If you already have proficiency, you instead gain Expertise in Deception. If you already have Expertise in Deception, you instead add your Intelligence modifier to Deception checks. 2 Chakra- cast Transform 5 chakra- cast Advanced Transform MASS CHAKRA ABSORPTION Cost: 15 Creation Points As an action, You can force all living creatures within 60ft, including yourself, to make a Constitution check, DC 15. On a Fail they lose 8d12 Chakra and your CCD absorbs half of the rolled amount (This is not per creature). If they do not have enough chakra to pay the cost they lose HP instead. You can do this once per Long rest. MECHANICAL HELMET Prerequisite: Level 5 Cost: 3 Creation Points You add 1 to your AC. 4 Chakra - As a bonus action, you can send a highfrequency noise from your helmet that will deafen every other living thing within 15ft until the start of your next turn on a failed Wisdom Saving Throw. MINING DRILL Cost: 1 Creation Points 5 Chakra When you take an action to activate this gadget, you gain a burrowing speed of 15 feet which lasts until the end of the second turn after your current one. You leave a tunnel 5’ wide and as high as you are tall in your wake. NANITE SURGE BEAM Prerequisite: Chakra Enhanced Medical Kit Cost: 3 Creation Points You attach a nozzle to your Chakra Enhanced Medical Ki. 7 Chakra - As an action A healing chakra beam heals a friendly target within 30ft for 3d4+int modifier, Increases by 1 Step at Level 9 and another step at Level 17 NEUROADAPTABLE HEADGEAR Cost: 14 Creation Points You gain resistance to Psychic Damage. 5 Chakra- For the next hour, your thoughts cannot be read, and attempts to detect your presence through your consciousness fail. 20 Chakra- You cast Geas as an Action PROTOTYPE AERO AMPLIFIER Prerequisite: 7th level, Pyro Amplifier Cost: 5 Creation Points You fine tune your Aero Amplifier. When you activate this amplifier, the creature gains 1 rank of Bleed. PROTOTYPE ELECTRO AMPLIFIER Prerequisite: 7th level, Electro Amplifier Cost: 5 Creation Points You fine tune your Electro amplifier. When you activate this amplifier, the creature gains 1 Rank of Shocked until the end of your next turn. If you reapply shock by this amplifier the duration is reset. RICOCHETING WEAPON Prerequisite: Thrown Weapon (consumed on creation) Cost: 2 Creation Points You create a ranged weapon engineered to ricochet of its targets You have proficiency in this weapon, and it has the Finesse, Thrown (30/90), and Special properties, and deals 2d8 bludgeoning, piercing or slashing damage (chosen at the time you select this upgrade). *Special: When this weapon is thrown you can target two creatures within 20ft of the original target, making a separate attack roll against each target. The weapon shatters after the third ricochet and you regain the Creation Points Spent.


168 SCOUT LENS Cost: 1 Creation Points The lenses can magnify objects viewed to twice their size. You have advantage on perception checks on items within 20ft of you. You can also instantly detect any physical deformities SCUBA EQUIPMENT Cost: 2 Creation Points You gain a swim speed equal to your walking speed. 2 Chakra- As a bonus action, you can breathe underwater for an hour. SPACE EXTENDER BAG Cost: x Creation Points This bag is bigger on the inside. It can hold a number of bulk equal to the number of creation points you spend X 10. SUPER ENHANCED DEFENSE PROTOCOL Cost: 15 Creation Points You gain a barrier of HP equal to your Intelligence modifier. You regain this HP at the start of your turn. 10 Chakra- You can use your reaction to deflect a ranged attack. When you are hit by a ranged attack, you can reduce the damage by 3d12+Int Mod. If you reduce the damage to 0, you can spend an additional 10 Chakra to reflect the projectile back at the attacker, who must make a Dexterity saving throw. On a failure, the attacker takes the initial full damage and half on a success. SUPER ENHANCED OFFENSE PROTOCOL Cost: 15 Creation Points 20 Chakra- As a bonus action you may enhance a weapon within 30ft with energy from the system. Choose between acid, cold, fire, lightning, poison or wind. Attacks with this weapon deal an additional 2d6 damage of this type for a minute. 5 Chakra - As an action you may shoot an energy beam at a target within 30ft. This attack deals Force damage equal to 2d6 + your Intelligence modifier On a Successful attack you can spend 3 additional Chakra to force the target to make a Strength save. On a failure, it is sent flying back a number of feet equal to 5 x your Intelligence modifier, taking appropriate falling damage if it collides with an obstacle. Huge or larger creatures gain advantage on this saving throw and are only pushed back half the distance. VOICE CHANGER AND AMPLIFIER Cost: 2 Creation Points If you have spent a minute or more hearing a creature speak, you can mimic their voice unerringly. A Wisdom (Insight) check is required to discern if that the voice is false. You can also change the pitch of any voice (including your own) spoken through this device. 1 Chakra- You can increase the volume of your voice to 10 times as much.


169 CLASS FEATS ARCHETYPE CLASS FEATS HUNTERS TRAINING Category: Class Prerequisite: You cannot have Levels in the Hunter-Nin Class, Level 4+ You have begun to train under the best of the best to master the art of Assassination. While training you begin to imitate them to the best of your ability. You learn how to exploit a foes distraction, drop in guard and moment of hesitation. You gain the following benefits; • You gain Proficiency in Stealth. • You learn one Hunters Exploit. You can use this Exploit twice per Long rest. • Once per turn, you can deal an extra 1d8 damage to a creature you hit with an attack if you have advantage on the attack roll. This bonus damage cannot be used with, alongside, in addition to or as a part of, the following Class features Sneak Attack, Phantoms Touch, or Stalking Predator. o This bonus damage increases to 2d8 at 6th level, 3d8 at 12th level 4d8 at 16th level and 5d8 at 20th level. • You cannot gain levels in the Hunter-Nin Class. ILLUSIONIST TRAINING Category: Class Prerequisite: You cannot have Levels in the Genjutsu Specialist Class, Level 4+ You have begun to train under the best of the best to master the art of Genjutsu. While training you begin to imitate them to the best of your ability. You begin to tap into a deep reserve of creativity. You gain the following benefits; • You gain Proficiency in Illusions. • You learn one Malleable Mirage that you Quality for. • You gain a pool of Actualization Die, which is represented as a D4. You begin with 2 die. o You gain an additional Actualization Die at 7th , 13th, and 19th levels. o When you cast a Genjutsu at affects a hostile creature you can spend your Actualization die to deal psychic damage to the target equal to the result or increase the Save DC by half the result (Min 1.). You regain spent Actualization die when you complete a long rest. • You cannot gain levels in the Genjutsu Specialist Class. MARTIAL ARTS TRAINING Category: Class Prerequisite: You cannot have Levels in the Taijutsu Specialist Class, Level 4+ You have begun to train under the best of the best to master the art of Martial Arts. While training you begin to imitate them to the best of your ability. You begin to learn to fight in ways you couldn’t prior. You gain the following benefits; • You gain Proficiency in Martial Arts. • Select one Taijutsu Stance from located in Chapter 13: Customization Options. You can’t take a Taijutsu Stance more than once. • You gain a number of Combo Points equal to 1/3rd of your level (Rounded down). o You can spend Combo Points to perform one of the following Combo Features. ▪ Flurry of Blows ▪ Patient Defense ▪ Step of The Wind o You regain Spent Combo Points when you complete a rest. • You cannot gain levels in the Taijutsu Specialist Class. MEDICAL TRAINING Category: Class Prerequisite: You cannot have Levels in the Medical-Nin Class, Level 4+ You have begun to train under the best of the best to master the art of medicine. While training you begin to imitate them to the best of your ability. You begin to learn to both heal and harm in a beautiful display of medicine. You gain the following benefits; • You gain Proficiency in Medicine. • You learn the Healing Hands Ninjutsu. • When you or a friendly ally whom you can touch, would regain hit points at the end of a short rest, they regain an extra 1d6 Hit points. o This bonus healing increases to 2d6 at 11 th level, and 3d6 at 18th . • When you would use a Ninjutsu with the Medical Keyword of D-Rank or Higher to restore hit points, the affect creature regains additional hit points equal to 1d10. o You can use this feature one per long rest. • You cannot gain levels in the Medical-Nin Class. NINSHOU TRAINING Category: Class Prerequisite: You cannot have Levels in the Ninjutsu Specialist Class, Level 4+ You have begun to train under the best of the best to master the art of Ninshou. While training you begin to imitate them to the best of your ability. You begin to learn to mold chakra into a variety of shapes you couldn’t prior. You gain the following benefits; • You gain Proficiency in Ninshou. • Select one Ninjutsu that you know. This jutsu becomes Refined for you. o The selected jutsu, increases its Save DC, Damage Die or Healing die by +1, once per casting. o This bonus increases to +2 at 13th level, and +3 at 20th level • You learn 1 Efficient Molding Option. o You learn another at 17th level. • You cannot gain levels in the Ninjutsu Specialist Class.


170 OPERATIVE TRAINING Category: Class Prerequisite: You cannot have Levels in the Intelligence Operative Class, Level 4+ You have begun to train under the best of the best to master the art of strategy and planning. While training you begin to imitate them to the best of your ability. You begin to learn to Analyze a target and develop plans to best defeat them. You gain the following benefits; • You gain Proficiency in Investigation. • You can Analyze one creature within 60 feet of you for the next minute as a bonus action. o For the duration, your attack and damage rolls made with a weapon with the Finesse property against the target uses your Intelligence Modifier instead of Strength or Dexterity. o You can only Analyze a Creature once per rest. • You learn 1 Plan. o You learn an additional Plan at 7th, 13th and 19th levels. • You gain 1 Brave Order. o You gain an additional Brave Order at 9th and 16th levels. o You regain Spent Brave orders when you complete a rest. • You cannot gain levels in the Intelligence Operative Class. WEAPON ARTS TRAINING Category: Class Prerequisite: You cannot have Levels in the Weapon Specialist Class, Level 4+ You have begun to train under the best of the best to master the art of Bukijutsu. While training you begin to imitate them to the best of your ability. You begin to learn to fight in ways you couldn’t prior. You gain the following benefits; • You gain Proficiency in Martial Arts. • Select one Weapon Stance from located in Chapter 13: Customization Options. You can’t take a Weapon Stance more than once. • You gain a Flurry Die that is a D4. o Your Flurry Die increases to a D6 at 12th level and D8 at 18th level. o You can use this Flurry Die in a number of ways by using one of the following Flurry Techniques. ▪ Enhanced Deflection ▪ Chakra Strike ▪ Perceptive Augmentation • You cannot gain levels in the Weapon Specialist Class. RESILIENT, GENERALIZED Category: Class Prerequisite: Level 8+ You have begun to train in the basic knowledge of how to deal with a wide variety of attacks and effects, gaining the following benefits; • Select 4 Ability scores between Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. You add 1/3rd of your proficiency bonus (Rounded down) to the select saves. You cannot add this bonus if you are already proficient in the save, or adding your proficiency bonus in any way to the chosen saves. CASTER CLASS FEATS ACTUALIZE REALITY Category: Class Prerequisite: 4+ levels in Genjutsu Specialist You learn to manipulate Reality by spending your pool of creativity to bend it to your whim. You gain the following benefits; • You gain 1 additional Actualization Die. You gain a second when you reach 15th level. • You gain a pool of abilities called; Reality Inceptions. These Reality Inceptions grant you additional options that you can use by spending Actualization Die as fuel to manifest them. You gain the following; o Now You See Me (1 Die): As an action select one creature you can see. You become invisible to that creature until the end of the next turn. o If Only You Knew (2 Die): As a bonus action when you cast a Genjutsu that affects a hostile creature, that Genjutsu gains the Unaware Keyword o Suffering From Success (3 Die): As a Reaction, when a creature who is not benefiting from Advantage, Disadvantage or any other bonuses or penalties to their saving throw would succeed on a Saving throws against a Genjutsu you cast, due to that creatures d20 + their Saving throw bonus resulting in a higher value than your Save DC, that creature instead fails. You can only use this feature against one creature at any given time. o And For My Next Trick… (X Die): As an Action, you can select two different Genjutsu of the same rank that you know. You spend a number of Die equal to their Rank. You cast them simultaneously, in the same action. These jutsu count as both being cast at the same time with neither taking hold before the other. A creature makes a single save against both Jutsu, passing or failing both depending on the result. The jutsu cast cannot benefit from cost reduction, by any means, excluding cost reduction granted by the Genjutsu Specialist Class. (D-Rank: 2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10.) ALTERED, REFINEMENT X Category: Class Prerequisite: At least 8+ levels in Ninjutsu Specialist You learn to refine ninjutsu in such a way that it becomes almost unrecognizable when compared to other, similar casters. You gain the following benefits; • Jutsu that are benefiting from your Refined Ninjutsu class feature, no longer increases their Save DC. • Jutsu that are benefiting from your Refined Ninjutsu class feature instead increases their damage/healing die by 1 Step up to a D12 and always add your Ninjutsu ability modifier to the damage dealt/healing applied. o When your Refined Ninjutsu class feature would increase the your Refined jutsu’s save DC, you instead increase the die used by the jutsu by 1 step. o Additionally, those Refined Ninjutsu cannot benefit from any additional damage or healing from any class features excluding Ninjutsu Specialist class features. • You cannot have the Altered, Refinement Y feat. • You cannot have the Altered, Refinement Z feat.


171 ALTERED, REFINEMENT Y Category: Class Prerequisite: At least 8+ levels in Ninjutsu Specialist You learn to refine ninjutsu in such a way that it becomes almost unrecognizable when compared to other, similar casters. You gain the following benefits; • Jutsu that are benefiting from your Refined Ninjutsu class feature, no longer increases their Save DC. • Jutsu that are benefiting from your Refined Ninjutsu class feature reduces their damage/healing die by 1 Step down to a D4, but increase their damage die by an additional +2 and always add your Ninjutsu ability modifier to the damage dealt/healing applied. o When your Refined Ninjutsu class feature would increase the your Refined jutsu’s save DC, you instead increase the bonus die by +2. o Additionally, those Refined Ninjutsu cannot benefit from any additional damage or healing from any class features excluding Ninjutsu Specialist class features. • You cannot have the Altered, Refinement X feat. • You cannot have the Altered, Refinement Z feat. ALTERED, REFINEMENT Z Category: Class Prerequisite: At least 8+ levels in Ninjutsu Specialist You learn to refine ninjutsu in such a way that it becomes almost unrecognizable when compared to other, similar casters. You gain the following benefits; • Jutsu that are benefiting from your Refined Ninjutsu class feature, no longer adds additional damage or healing die. • Jutsu that are benefiting from your Refined Ninjutsu class feature can now benefit from up to two Efficient Moldings at once. o Additionally, those Refined Ninjutsu cannot benefit from any additional damage or healing from any class features excluding Ninjutsu Specialist class features. • You cannot have the Altered, Refinement X feat. • You cannot have the Altered, Refinement Y feat. BAD MEDICINE Category: Class Prerequisite: At least 8+ levels in Medical-Nin You take the more combative aspects of medical ninjutsu to heart as you focus on trying to take down your enemies faster than they can harm your allies. You gain the following benefits; • Your Chakra Scalpel class feature can now be used a number of times equal to your full Proficiency bonus per long rest. • Your Take Life class feature can now deal additional damage equal to Three times your Medical-Nin level. COURAGEOUS ORDERS Category: Class Prerequisite: At least 2+ levels in Intelligence Operative You learn from your peers how to manage and utilize more plans mid battle in different ways, allowing you to become more flexible in your thinking and in how you respond to danger. You gain the following benefits; • You gain 1 Additional Brave order. • You gain an additional Brave Order at 6th, 11th and 17th Intelligence Operative levels. EXPLOIT KNOWLEDGE Category: Class Prerequisite: At least 4+ levels in Intelligence Operative After countless hours of studying, researching and using your investigative Skill, you develop a well of knowledge that most other operative wish they had. You gain the following benefits; • Creatures who you have Analyzed can be further scrutinized. As an action, you can end your Exploit Weakness class feature on an analyzed creature. When you do, make an Intelligence (Investigation) or (History) check vs a DC 8 + The creatures Level. On a success, based on the severity of the success, you gain the Meets or Exceeds result and 1 of the following pieces of information if you Exceed the DC by 5 or more; FOCUSED HEALING Category: Class Prerequisite: At least 4+ levels in Medical-Nin You learn from your peers how to manage your chakra, allowing you to better utilize your healing potential, allowing you to become more flexible in your restorative techniques. You gain the following benefits; • The Channeled Healing class feature can now be used a number of times equal to your wisdom modifier per rest. • When you or an allied creature would regain additional hit points as a result of your Rejuvenating Rest class feature, you roll an additional d6. INCEPTION EXCEPTION Category: Class Prerequisite: At least 8+ levels in Genjutsu Specialist You learn from your peers how to bend your Genjutsu in different ways, allowing you to become more flexible in your thinking and in how you respond to danger. You gain the following benefits; • Select one Genjutsu Inception you didn’t choose at 3rd level. o You gain the chosen Inceptions effects and abilities. o You now qualify for any Malleable Mirages that has your new Inception as a prerequisite. Success Severity Learned Information (Offensive) Meets or Exceeds DC Creatures Rank, Role, Level Exceeds DC by +5 Unarmed Attack Bonus Weapon Attack Bonus Ninjutsu Attack Bonus Genjutsu Attack Bonus Taijutsu Attack Bonus Ninjutsu Save DC Genjutsu Save DC Taijutsu Save DC. Exceeds DC by +10 Strength Save Bonus Dexterity Save Bonus Constitution Save Bonus Intelligence Save Bonus Wisdom Save Bonus Charisma Save Bonus Exceeds DC by +15 General Traits (If any) Role Traits (If any) Clan Traits (If any) # Of Tenacity Die. (If any) # Of Legendary Resistances. (If any)


172 MIRAGE EXHIBITION Category: Class Prerequisite: At least 2+ levels in Genjutsu Specialist You begin to tap into a deep pool of hallucinations you’ve been having or have dreamt up. You then begin to manifest them into a more permanent form. You gain the following benefits; • You gain 1 Additional Malleable Mirage that you qualify for. • You gain an additional Malleable Mirage at 5th, 9th, 13th , and 17th Genjutsu Specialist levels. REFINED, REFINEMENT Category: Class Prerequisite: At least 4+ levels in Ninjutsu Specialist You learn to refine ninjutsu in such a way that it becomes almost unrecognizable when compared to other, similar casters. You gain the following benefits; • You can Refine 1 additional Ninjutsu. • You can Refine additional Ninjutsu at 12th and 20th Ninjutsu Specialist levels. RESILIENT, CASTER Category: Class Prerequisite: Genjutsu Specialist, Intelligence Operative, Medical-Nin, Ninjutsu Specialist You have begun to train in defense of your weaker physical defenses, gaining the following benefits; • Select 2 Ability scores between Strength, Dexterity and Constitution. You add half of your proficiency bonus to the select saves. You cannot add this bonus if you are already proficient in this save, or are adding your proficiency bonus in any way to the chosen saves. UNLOCKED POTENCY Category: Class Prerequisite: At least 4+ levels in Ninjutsu Specialist You learn from your peers how to unlock your chakras potential, pushing the boundaries of what was once thought possible with the bounds of a person’s limits. You gain the following benefits; • Select one jutsu of D-Rank or Lower. This jutsu is always under the effects of the Chakra Recovery class feature, never expending any uses of it. The chosen jutsu cannot benefit from cost reduction of any type outside of this feature. The benefit of Chakra Recovery only affects this jutsu when Cast at its original Rank. Additionally, the chosen jutsu can have two Efficient Moldings applied to it, instead of one, at half cost. • Your Potent Ninjutsu class feature, can now be used once per short rest. You do not gain an additional use at 13th level. MARTIAL CLASS FEATS ACTION SURGE Category: Class Prerequisite: At least 4+ levels in either Hunter-Nin, Scout-Nin, Taijutsu Specialist, Weapon Specialist, Puppet Master or Cooking-Nin. You can push yourself beyond your normal limits for a moment. You gain the following benefit; • On your turn, you can take one additional action. Once you use this feature you must finish a long rest before you can use it again. • If you have at least 17+ levels in total between the following classes, you can use this feat twice per long rest. o Hunter-Nin. o Scout-Nin. o Taijutsu Specialist. o Weapon Specialist. o Puppet Master. o Cooking-Nin. COMPLEX MANEUVERS [CHANGED] Category: Class Prerequisite: At least 8+ levels in Scout-Nin You fight with a grace and hint of complexity other Scouts cannot comprehend. You gain the following benefits; • You gain 1 Superiority Die. • You can gain the benefit of up to two Maneuvers per action. EXPLOITING EXPLOITS [CHANGED] Category: Class Prerequisite: At least 2+ levels in Hunter-Nin You learn to draw on the wide array of Exploits available to you. You gain the following benefits; • You gain 1 Additional Hunters Exploit. • You gain an additional Hunters Exploit at 7 th and 15 th Hunter-Nin levels. SCOUTING ADEPT [CHANGED] Category: Class Prerequisite: At least 4+ levels in Scout-Nin Unlike other Scouts, you have pushed your Martial prowess toa new level, evolving, becoming more adept in your style of combat. You gain the following benefits; • You learn two maneuver that you qualify for. • You gain 1 Superiority Die. SCOUTING VETERAN [CHANGED] Category: Class Prerequisite: At least 8+ levels in Scout-Nin Your time and experience in the Art of Scouting has granted you valuable knowledge in how to handle yourself both in and out of Combat. You gain the following benefits; • You gain 2 Superiority Die. • You learn two maneuvers that you qualify for.


173 SECONDARY TARGET Category: Class Prerequisite: At least 4+ levels in Hunter-Nin You aren’t like other Hunter’s, you can split your focus, killing two birds with one stone. You gain the following benefits; • When you end a rest, you may mark your Secondary Target so long as you know their name and/or how they look. You may also a Reaction on your turn mark a creature you can see within 90 feet of you using this feature. Until your next rest, you gain the following benefits: o You gain the same benefits against creatures marked by Secondary Target as you would against your Primary Target. • The first Hunters Exploit you use against your Primary and Secondary Target(s) does not count against your use limit. • You can use this Feat to mark a Secondary Target a number of times equal to half your proficiency bonus before needing to complete a Full Rest. SUPERIOR, SUPERIORITY [REMOVED] Category: Class Prerequisite: At least 4+ levels in Scout-Nin While Scouts are known for Adapting to whatever the world throws at them, you are known for being even greater. You gain the following benefits; • Your Superiority die increase in size by 1 Step. • You gain 1 Superiority Die. SWIFTER RESPONSE Category: Class Prerequisite: At least 4+ levels in Hunter-Nin You learn from your peers how to move in an excessively swift way. You gain the following benefits; • You have Advantage on Initiative Checks. • During the First round of Combat, increase your speed by 10 feet. • During the First round of combat, you have a +1 bonus to your first attacks critical threat range against all creatures who have not acted yet. • If you score a hit against a creature who has yet to act in the initiative during the first round of combat, you can trigger Sneak attack ignoring its normal activation requirements. COMBO EXPERT Category: Class Prerequisite: At least 4+ levels in Taijutsu Specialist Your excessive Training has granted you a deeper pool of Stamina. You gain the following benefits; • Increase your Combo Point Maximum by +2. • Reduce the cost of Taijutsu with the Combo Keyword by 1. • When you would cast a Taijutsu with the Finisher Keyword after casting one with the Combo keyword reduce the cost of the Cost of that finisher by -1. (Min 1.) COMBO MASTER Category: Class Prerequisite: At least 8+ levels in Taijutsu Specialist Learning through trial and error is your way of life. You become competent in techniques that you normally wouldn’t be able to use due to this mentality. You gain the following benefits; • Increase your Combo Point Maximum by +2. • Select 2 Combo String abilities from any other Taijutsu Specialist Subclass you don’t have levels in. You learn these abilities. FURIOUS FLURRY OF BLOWS Category: Class Prerequisite: At least 16+ levels in Taijutsu Specialist You become able to strike with such aggression and speed that your movements become like a blur. You gain the following benefits; • When you use the Flurry of Blows Combo String feature, you instead make 4 unarmed attacks instead of 3. EXPANDED FOCUS Category: Class Prerequisite: At least 4+ levels in Weapon Specialist You become able to focus on more than your current limitation of weapon focuses. You gain the following benefits; • Select one weapon type, such as Katana’s or Kunai, that you have not already marked as a Weapon Focus. This chosen weapon becomes known as your Weapon Focus granting it a +1 bonus to Attack and Damage rolls and a trait. • A Weapon Focus can only have a +3 bonus to Attack and Damage rolls as a result of being a Weapon Focus. • You can take this Feat more than once, selecting either a new weapon type, or the same weapon you previous selected with this Feat. EFFICIENT TECHNIQUES Category: Class Prerequisite: At least 4+ levels in Weapon Specialist You become able to perform your myriad of Flurry Techniques and Styles with less effort than previously thought. You gain the following benefits; • When you would gain the benefit of a Style that requires you to spend chakra, reduce their chakra cost by -2. • When you would gain the benefit of a Flurry Technique that requires you to spend chakra, reduce their chakra cost by -1. ADJUSTABLE STYLES Category: Class Prerequisite: At least 4+ levels in Weapon Specialist You are able to quickly learn far more than you previously could, picking up on more styles than other Weapon Specialist. You gain the following benefits; • You learn one Style that you qualify for. • When you would gain the benefit of a Flurry Technique that requires you to spend chakra, reduce their chakra cost by -1. (Minimum of Half Cost, rounded down)


174 OPEN MIND TECHNIQUE Category: Class Prerequisite: At least 8+ levels in Weapon Specialist You are able to quickly learn far more than you previously could, picking up on techniques that other Weapon Specialist couldn’t. You gain the following benefits; • You learn one Flurry Technique from another Weapon Specialist Subclass you do not have levels in. • You learn one Style from another Weapon Specialist Subclass you do not have levels in. • When you would gain the benefit of a Flurry Technique that requires you to spend chakra, reduce their chakra cost by -1. (Minimum of Half Cost, rounded down). FREE FLOWING STYLE Category: Class Prerequisite: At least 8+ levels in Weapon Specialist You learn to meld your Flurry Techniques with your Bukijutsu. You gain the following benefits; • Bukijutsu without a Range of Self, that you cast may gain the benefit of Flurry Techniques as if you had made a Weapon attack. • When you would gain the benefit of a Flurry Technique that requires you to spend chakra, reduce their chakra cost by -1. (Minimum of Half Cost, rounded down). UPGRADED, UPGRADES Category: Class Prerequisite: At least 4+ levels in Puppet Master You are able to push your creations one step further, fitting more in more efficiently. You gain the following benefits; • You gain +1 Level 1 Upgrade. • You gain an additional 5th level Upgrade at 9th Level of Puppet Master. • You gain an additional 9th level Upgrade at 14th Level of Puppet Master. • You gain an additional 11th or 15th level Upgrade at 19th Level of Puppet Master. EFFICIENT BREATHING [CHANGED] Category: Taijutsu Prerequisite: Level 8+ You have begun to master the use of the Heavenly Breaths and have learned to manage the stress and strain it causes your body. You gain the following benefits; • You no longer need to pay chakra to maintain concentration of any Taijutsu with the Heavenly Breath name. • You reduce the cost of Taijutsu with the Heavenly Breath name by an amount equal to its rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). • You can cast a Taijutsu with the Heavenly Breath name using either an Action, Bonus Action or Reaction on your turn, ignoring its listed casting time. • The benefits of Taijutsu with the Heavenly Breath can apply to your unarmed and weapon attacks, once per turn. RESILIENT, MARTIAL Category: Class Prerequisite: Hunter-Nin, Scout-Nin, Taijutsu Specialist, Weapon Specialist, Puppet Master, Cooking-Nin. • You have begun to train in defense of your weaker Mental defenses, gaining the following benefits; • Select 2 Ability scores between Intelligence, Wisdom, and Charisma. You add half of your proficiency bonus to the select saves. You cannot add this bonus if you are already proficient in this save, or are adding your proficiency bonus in any way to the chosen saves. SUBCLASS, CLASS FEATS MORE COMING SOON. DON’T @ ME.


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